FAQ

Frequently Asked Questions for all Munchkin Games, Supplements, and Accessories

Updated February 28, 2019

If you can't find your answer here, check the errata, to make sure we didn't make a mistake.

If you want to check the FAQ for a specific game, you can head straight to the Table of Contents.

General Notes

Every Munchkin set puts its own spin on the game, but they do have many rules in common. This first section deals with some of those.

All answers in this FAQ refer to editions of Munchkin published in 2010 or later. If you have a game published before then, some of these answers don't refer to the version of the game that you have. If you want to see some of the rule differences between your set and the current rules, look at the 2010 Munchkin Change Log for a detailed list of changes, set by set.

June 2018 update: We are no longer supporting the Epic Munchkin rules, so all answers here (outside of the Epic Munchkin section itself) assume that you are playing a regular game ending at Level 10. See that section for more details.

July 2018 update: We are making two global rule updates to all Munchkin games, and these updates will affect some answers in this FAQ.

Players may not be forced to help someone else in a combat that is for the win. If a player is forced to help someone in a combat and it later becomes a combat for the win, the helper is kicked out of the fight without penalty. This rule does not apply to voluntary helpers, who should have thought harder about what they were getting into. It also does not apply in the situation where the helper could win the game (Elves, mostly, but other cards can set up this situation); be careful when you choose a helper!

If all monsters are removed from a combat, the combat ends immediately.

Both of these rules implement changes globally that we have already made to individual cards in newer Munchkin games and expansions. Rule 1 came about because many players over the years have been frustrated by being forced to help someone else win the game. Rule 2 deals with an annoying timing edge case by removing the edge case. It does make it slightly easier to win with an instant kill effect, but most of those require exactly the right card combo. We're also issuing official errata for two cards as a result of this rule:

Death-Touch (from Munchkin Fu): At the end of this card, add "You do not get any rewards for that monster unless you defeat all remaining monsters."

Churninator (from Munchkin Cthulhu): Add "unless this would give you the winning level" at the end of the first sentence.

We've also made the answer to the "owner of the game" question more explicit.

Most of the cards in Munchkin have rule effects of one type or another. In general, rules on specific cards override the general game rules. However, there are certain rules that must be specifically contradicted by cards. See the "Conflicts Between Cards and Rules" box on p. 1 of any Munchkin base game for more information.

The general rule is that you may not reach Level 10 except by killing a monster. If you are at Level 9 and something else happens that would normally let you go up a level . . . you don't. You stay at Level 9. If you have a card or an ability that lets you mess with another player and get a level in return, you cannot play that card or use that ability.

BUT . . . certain cards specifically overrule this. If the card explicitly says that it can end the game, or that the level it grants can be the winning level, then obviously it can be. The corollary is that if the card does not say it can be the winning level, then it cannot be.

Note also that ANY level gained as a result of killing a monster counts as the winning level. (If a card says a monster is automatically defeated, this counts as a kill unless the card says otherwise.) If you have a character ability that lets you get an extra level after winning certain combats (e.g., the level an Elf gains for helping in combat), that level can be the winning level. A Go Up a Level card played after combat, however, cannot be, because the card does not itself kill the monster.

You cannot use a card or ability to force someone to help you if the combat is for the win. If you have forced someone to help and then the combat becomes one for the win, your helper is kicked out of the fight without penalty and you must fight alone (or ask someone to help – good luck with that). On the other hand, if you force someone to help and they would win the game, they get to stay in . . . be careful whose help you accept!

You can't switch Items during combat. In other words, you can't choose to equip a different Headgear or different Armor once combat has started. You also can't unequip one Item that uses Hands and equip another in its stead. Basically, all your Items must remain in their current states . . . even if some of them become unusable.

An example of such a case: An Elf has equipped the Bow with Ribbons and is carrying the Chainsaw of Bloody Dismemberment unequipped, since the Bow is using both of the Hands he has available. The Elf then goes into combat and is subsequently Cursed by another player to lose his Race. He loses the bonus for the Bow, and since he can't unequip the Bow and equip the Chainsaw, he gets no bonus from that, either. If the player has another Elf card, then – assuming it is his turn – he could play that and continue counting his bonus from the Bow.

You may not play new Items during combat, whether it is your turn or not, except for any one-shot Item (one of those that say "usable once only") that says it can be used in any combat. These one-shot Items can be played by any player during any combat, from the hand or from the cards in play. Playing one-shots does not count as "helping" in the combat, however; you must actually join the fight (and risk suffering the Bad Stuff) to be considered the helper.

For the purposes of the game, "defeating" a monster involves beating it in combat or removing it from play in such a way that you do not have to Run Away. This means that if a Wizard casts a charm spell, or a munchkin uses a Pollymorph Potion, or something else happens that ends a fight without the munchkins Running Away, the monster is defeated. This may or may not grant Treasures, depending on the method of defeat; assume it does not unless the card or method says otherwise.

"Killed" means that you defeated the monster with your Level and bonuses in combat, or used some card or special ability that specifically states that it kills the monster. For this, you get levels and Treasure.

"Lost" means that you are just not buff enough and you gotta Run Away like a little chicken.

When you are in combat with more than one monster, you cannot resolve ANY aspect of the combat until ALL monsters are defeated or until the munchkins flee. This means that if you use an ability to make one monster disappear, you cannot claim levels and/or Treasures for beating it (depending on the method used) unless you can then kill or defeat all the remaining monsters. You cannot, for instance, use your Wizard to charm one monster and take its Treasures before fighting the rest. Combat isn't over until the WHOLE combat is over.

One thing to remember is that if a monster has a special ability, it applies to the entire combat. A monster that is immune to fire/flame attacks, for instance, means that no fire/flame attacks give a bonus at all, even if other monsters don't share that vulnerability.

When you are combining some or all of the different Munchkin sets together, some general card types have different names in the various sets.

Hirelings = Sidekicks = Mooks = Minions = Allies = Comrades = Rides (from Munchkin The Nightmare Before Christmas). In other words, they are all part of a "Hireling" class, you may have only one (not one of each), unless some card or other special ability allows more, and they may be sacrificed for the sake of automatic escape. Beyond that, they have no special ability that isn't expressly given on each card. When playing a "standalone" game, you must follow the rules for the game in question.

Steeds = Vehicles. Any rule that deals with one also deals with the other, you may only have one at a time unless you have an ability that lets you have more, and so on. On the other hand, Ships are distinct; you may have a Ship and a Steed or Vehicle. If you have to Run Away, the Ship's modifier controls unless you abandon the Ship; then the Steed or Vehicle modifier takes over.

Styles, Trainings, and Powers are all distinct (as noted in the Munchkin Impossible and Cheat With Both Hands rules). You may have one Style, one Training, and as many ranks of Power as your Level, unless you have cards or abilities that modify these limits.

Curses = Traps = Disasters. Anything that affects one affects all three. Madnesses are different and have their own rules. Cthulhu junkies, beware!

Items and Treasures are frequently confused. An Item is any card with a printed Gold Piece value (including the phrase "No Value," which means "0 Gold Pieces"). Most of them are Treasures, but some are Doors. A Treasure is any card from the Treasure deck. Many of them are Items, but not all.

Classes, Races, Accents, Loyalties, Mojos, Birthrights, Factions, Citizenships, and Affiliations are distinct – you may have one of each of those in a "mashup" game. Note: In this FAQ, we use Class* to refer to any member of this group of cards, and Super Munchkin* similarly. Where a specific word is used, it means that trait only.

The Munchkin-sized cards from these boosters are also found in Munchkin Hidden Treasures, but (so far) all of the FAQs are things that were fixed in that set, so the questions still live in the individual booster entries.

Q. The rules say one thing. This card says another. What do I do?
A. In most cases, follow the card. But there are a few rules that can't be broken unless a card explicitly says so. See Important Note #0.

Q. Can yadda-yadda be used to do yadda-yadda? It isn't in the rules or on the card, but it seems logical.
A. If it's not in the rules, it doesn't matter how logical it is, unless you can talk the other players into it. And if you can, go for it!

Q. Is yadda-yadda the same as yadda-yadda?
A. Usually, no, but see Important Note #5.

Q. The rules say that the owner of the game has final say in disputes, and the guy who owns the game in our group screws up the rules and won't listen even when everyone else agrees he's wrong. It feels like he's cheating! What should I do?
A. The "owner of the game" rule is meant to give groups a way to end arguments about the rules when they've gone on too long without reaching consensus. It is not a license for anyone who buys a Munchkin game to apply their own interpretation of the rules if everyone else disagrees. Ultimately, if your friend won't accept when he's wrong (or if he's deliberately cheating, which is worse), you may want to consider buying your own Munchkin game. Life's too short to play games with unpleasant people.

Q. But don't the rules say it's OK to cheat if you don't get caught?
A. Not anymore, and even when they did, it was a joke. If you want a game where cheating is in the spirit and the letter of the rules, try Illuminati.

Q. How long do I have to react to someone else's card before it takes effect?
A. Card effects happen as the cards are played, in the order they are played. Unless you have a card or an ability that says it can cancel another card or effect (for instance, a Wishing Ring can cancel a Curse before it takes effect), you have to resolve every card, in the order it was played, before doing anything else.

Q. If two players try to do things simultaneously, how do we determine which one happens first?
A. If they were truly simultaneous and you can't agree on anything else, each player who wanted to do something should roll the die; high roll decides what order the cards happen. If that makes later cards moot, well, that's the way the game goes. (But: abilities that require discards don't happen until the discards hit the table. This is a good reason not to announce your plays until you are ready to make them!)

Q. Is there a limit to the number of Curses I can play on a turn? What about on a single player on a turn?
A. You can play as many as you have in your hand. But so can everyone else . . .

Q. If a Curse could apply to more than one Item, who decides what it applies to?
A. The victim of the Curse decides, unless a card says otherwise.

Q. If I draw a Curse that says "Lose Your Armor," and I have an Armor card sideways, can I lose that one to satisfy the Curse?
A. It depends on the exact wording of the Curse. If the Curse says "Lose the Armor You Are Wearing," it must be Armor that you are using (and therefore gaining the benefits of). If it is "Lose One Armor," you would lose any single Armor card you had in play. And if it is just "Lose Your Armor," discard everything you have in play that is Armor. (As mentioned below, Cheated Armor is still Armor!)

Q. I just kicked down a door and was hit by a Curse that will force me to get rid of an Item. Can I sell the Item for a level instead?
A. Nope. You have to resolve the Curse before doing anything else. In Munchkin, things happen in the order that they happen. Certain cards are exceptions and can cancel previously played cards (e.g., Wishing Ring), but those exceptions are written on the card itself.

Q. What happens when you die? Do Curses that persist go away?
A. Not unless the Curse itself says so. Sucks to be cursed, but, well, you knew that . . .

Q. Some of my cards have weird symbols on the bottom. What do those mean?
A. Those are set icons, designed to let you separate your expansions from your base games or to tell where a card comes from if you want to look at this FAQ or the errata page for that game. Click here to see a page showing all the icons in use.

Q. If something tells me to draw a face-up card but the discard pile is empty, what should I do?
A. You never draw from the discards unless you are specifically told to do so. A face-up draw means take the top card from the appropriate deck and turn it over for everyone to see. A face-down draw means take the top card from the deck and put it in your hand, or play the card if it is legal to do so at that time.

Q. This says to pick a random card from my opponent's hand, but I can tell his Doors from his Treasures. May I use that information?
A. If it's important to your group that choices be truly random, then either close your eyes when you pick a card, roll a die, or have the other player mix up the cards below the table and you tell him which number card you want.

Q. What do you mean by cards in play? Do cards in my hand count?
A. Cards that are in your hand are not in play and don't count as anything but cards until you play them. (For instance, if you are told to lose your Armor and you have an Armor card in your hand, you can't lose that one.) Your cards on the table are cards in play and these represent what they say they are. For example, a Race card is a card and a Race.

Q. Okay, gotcha. But if I have to discard a card, do I discard from my hand? Or in play?
A. If you have to discard and it doesn't specify from where (e.g., the Wizard's charm spell requires you to discard your hand) then you can choose from any of the cards you possess.

Q. If you have to lose Items, do you lose the ones from your hand, or just those on the table?
A. Only those on the table. If you are meant to lose cards from your hand, this will be specified.

Q. Is stealing an Item from another munchkin the same as if he was giving me the Item?
A. No, you munchkin. Giving is voluntary. The key difference is that the giver gets to choose what card to give you.

Q. What if a card forces another munchkin to give me an Item?
A. Giving is giving. It doesn't matter what reason compelled the munchkin to do it . . .

Q. When does a card move from play to discard? For example, if I use a one-shot Item during combat, is it in play during the entire combat or does it immediately move to the discards?
A. The one-shot card does not move to the discards until the battle is over. However, you no longer "own" that card, unless someone plays something to reboot the combat and return all cards to their owners, in which case you resume ownership.

Q. On my turn, we played a bunch of cards into a fight, and the player to my left is a Cleric. He started to put the cards on the discard pile in the order he wanted – is that legal?
A. The player whose turn it is discards everything. If the order is important, he sets that as well.

Q. Are cards like Yuppie Water, that don't say "Potion" on them but LOOK like Potions, considered potions for rules purposes?
A. If it's a liquid in a container, it can be considered a potion. (But note that other types of one-shot Items, such as Grenades and Ichors, must include that specific word! Potions are special. Also note that Ichors aren't Potions and Potions aren't Ichors.)

Q. Must I put my "usable once only" Items on the table before using them?
A. All one-shot Items (those which say "usable once only") may be played directly from the hand or from the table unless the card says otherwise.

Q. Exactly what is a "weapon"?
A. In a more rigorous game, we would have labeled all the swords, axes, etc. as "weapons." Try to use common sense, even if this IS Munchkin. As a general rule, any item that uses Hands and is not already labeled as something else can be considered a weapon, as can items like the Singing and Dancing Sword that are obviously weapons.

Q. Can you sell Items that total less than 1,000 Gold Pieces, just to get them out of circulation?
A. No. If the Items aren't worth a total of at least 1,000 Gold Pieces, you can't sell them.

Q. Assuming I have at least 1,000 Gold Pieces in Items, can I throw in some Items with No Value as part of the sale?
A. Absolutely. "No Value" is exactly the same as "0 Gold Pieces," so you can sell these Items unless the card says otherwise. (But "No Value" must appear on the card! If a card has nothing at all listed for a value, it is not an Item and cannot be sold.)

Q. The rules say that cards in play must be traded or discarded. When can I discard them?
A. This depends on the type of card. First, it must be in play in front of you (no discarding other people's cards, silly). Race and Class cards (including Half-Breed and Super Munchkin), and other similar cards (See Important Note #5.), can be discarded at any time, including to power a special ability, but not an ability for the discarded Race or Class (unless the ability requires discarding that particular Race or Class). Curses that remain on the table in front of you cannot be discarded. Item cards are the only cards that can be traded, and, as long as they aren't prevented from being discarded (say, by a Curse), can only be discarded in the following ways:

As part of a sale

To power a special ability of a Class/Race or another card

To fulfill the requirements of Bad Stuff or a Curse/Trap/Disaster

The Item is Big and you MUST get rid of it (e.g., because your Hireling died or you are no longer a Dwarf), and there is no one who can take it

Q. When can I equip or unequip my Items?
A. You may change the status of your Items at any time that you are not in combat or otherwise engaged (i.e., you cannot swap Items around prior to rolling to Run Away, or before dealing with the effects of a Curse). (See Important Note #2.)

Q. I heard some people talking about a "backpack," but I can't find that term in my rules. Are my rules out of date?
A. No. Some experienced Munchkin players use the term "backpack" to talk about Items that you are carrying but not currently using, but that term is not found in any official rules and we discourage its use. (To add to the mess, there are a couple of Treasures that actually are Backpacks and mean something entirely different. Really, it's best not to use the term.)

Q. I see cards with the same name, but different text, in different sets.
A. That's not a question. It's a statement of fact. There ARE cards with the same name but different text in different sets. This was sometimes on purpose, but not always. We don't think that it's a big problem, and we DO think that changing card names would cause more annoyance than it's worth.

For your convenience, we offer a list of duplicate cards to keep them all straight.

You should also be sure that you aren't mixing old and new sets. If you have a game published before 2010, your cards are different from the ones in more recently published games. The more recent sets are the "official" versions.

Q. I have a card that says it gives me an extra Hand, but it says "-1 Hand" at the bottom. What's the deal?
A. "-1 Hand" means you get an extra Hand; all the cards that use Hands have positive numbers, such as "1 Hand," at the bottom. If you add up the numbers of Hands on your cards in use, you're OK as long as you get 2 Hands or fewer – that's why cards that give you extra Hands are negative.

Q. If someone plays a Reloaded Die to cancel my Loaded Die, can I use a Reloaded Die to counter-cancel their Reloaded Die? The card seems to say yes, but the other players said I couldn't play a Reloaded Die on my own roll.
A. You can only play a Loaded Die on your own roll, not on someone else's roll. You can only play a Reloaded Die on someone else's roll, not your own. Your friends are right; to change your roll back, you would have to use a second Loaded Die card. Sorry.

Reminder: Class* and Super Munchkin* refer to any Class-like or SM-like card.

Q. If I have Half-Breed and one other Race card, is my other half human?
A. Yes. You get the "all the advantages, none of the disadvantages" benefit of Half-Breed for your other Race, but you can't use Human-only items or claim bonuses against monsters that have trouble fighting Humans. (As a practical matter, there are very few of these, so this doesn't come up that often.) Note that this answer is specific to Race and Half-Breed.

Q. Can I use two Super Munchkin* cards to be more than two Classes*?
A. No. Unless you want to make it a house rule, of course. Munchkin 7 – Cheat With Both Hands has cards that allow you to have three or even more Classes or Races, among other crazy new overpowered cards you didn't realize you needed.

Q. Can I Super Munchkin* to be the same Class* twice and get double benefits?
A. Gaaah. No. Each player may have only one copy of a specific Class* in play. In other words: If you are a Super Warrior and have another Warrior card, you can not play it on yourself without discarding the Warrior card already in play.

Q. When using Super Munchkin*, can you discard one of your Classes* and replace it with another, or just not replace it?
A. You can turn from, e.g., a Super Cleric-Wizard into a Super Cleric, or, if you have the Thief card, Cleric-Thief. This doesn't make you lose Super Munchkin*. You cannot have a "naked" Super Munchkin* card in play, even briefly.
By contrast, Extra Style and Extra Trainingmay be played without a Style or Training.

Q. Can I replace my current Class* with the same Class* to avoid charity?
A. You can discard a Class* at any time. You can play a Class* at any time on your turn. There's no requirement that the new Class* be different from the old one. So, yes.

Q. If I only have one Class*, and am changing the Class*, do I lose any items that say "if you lose your Class*, discard this card"?
A. As long as you play the new Class* immediately after discarding the old Class*, no. Think of switching a Class* as one action with two parts (discarding the old Class*, playing a new Class*) so that action has to complete before any other actions would start.

Q. Can I keep a Class* out on the table sideways so I can use it later?
A. No. The only sort of cards that can be played to the table but not used are Items (and even then, there are restrictions; the number of Big items is the most common example).

Q. How do I handle ties?
A. Monsters win ties, unless at least one of the munchkins in the fight is a Warrior or you have some other card that says you do.

Q. When you are faced with two or more monsters, can you kill one and flee the other?
A. No. If you have cards that let you abolish one entirely (like Pollymorph Potion) then you may do that, and fight the other one(s). (You will have to win that fight before you can claim any treasure at all . . . you can't charm one monster, grab its treasure, and then try to fight its mate.) But you can't fight one and flee the other. They fight you together. (See Important Note #4.)

Q. What happens when a Wandering Monster comes along that would ignore or befriend one player in a fight, but not the other? For instance, when the Wandering Monster is an Amazon and one player is female?
A. When one player helps another, the monsters do not fight the players separately . . . so if one player is female, the wandering Amazon would donate a Treasure and leave without fighting. (Remember that Treasures always go to the main fighter to distribute according to whatever agreement was reached.)

Q. I'm at Level 2 and I encounter a Level 9 monster. Another player (Level 5) joins the combat. A third player wanders in a new monster that will not pursue Level 3 or below. We are now losing and have to run away. Does the wandered-in monster go after both of us?
A. In combat, monsters fight side by side. But when it comes to pursue the fleeing munchkins, they act individually and munchkins must attempt to escape from each as normal. So the wandered-in monster will not pursue you, but will pursue your helper.

Q. What about during the combat? You said they fight side by side. Does that mean if one monster is affected (positively or negatively) by fire/flame weapons that all of them are?
A. Exactly. A monster's immunity (or weakness) is given to all others in the fight. (This does not include straight combat bonuses or penalties; if one monster gets a -2, that doesn't mean EVERY monster has a cumulative -2 – it's -2 for the monsters taken as a group. And if a monster won't fight, that doesn't mean EVERY monster won't fight, just that one.) If it helps, think of the combat as a combined encounter, and the various immunities or weaknesses as conditions affecting the encounter. (See Important Note #4.)

Q. Am I allowed to ask for help if I am currently winning the fight? The rules say I can ask for help if I'm losing, but nothing about if I'm winning.
A. That's because if you're winning, you don't need help, and a true munchkin would never ask for help he doesn't need. Unless a card says otherwise (and a couple do, for their own weird reasons), you may not ask for help if you are winning a combat.

Q. Do combat bonuses that monsters receive against Classes* stack? For example, if a monster gets +4 against Warriors and +4 against Wizards and I'm a Super Warrior/Wizard, does that monster get +8 in combat against me?
A. Unless it says otherwise on the card itself, monster combat bonuses do stack. This means that the above monster would be a +8. (This was originally ruled the other way, but this IS the official ruling henceforth.)

Q. If somebody changes your Class* during combat (such as with a Curse), does that change your combat bonuses?
A. Yes. If you quit being a Class*, you can no longer get a bonus from Class*-only items, and so on. You can never get the benefit of two Classes* in one combat unless you have a special card that allows it. Exception: Abilities driven by discards work even if the Class* with that ability is lost. If a Warrior had already discarded a card to get a +1 combat bonus, and then stopped being a Warrior, he would keep the bonus, but wouldn't be able to discard any more cards for the Warrior bonus. Yes, this rule can be used to the player's advantage. Hee hee. (However, you cannot discard a Class* and play another copy of that card to use its abilities twice.)

Q. If you use a one-shot Item during combat and someone tries to make it disappear through Curse or Theft, do you get the bonus?
A. Theft doesn't work while you are in combat. Use of a Curse could destroy an Item as you try to use it, but once you play the Item into the fight, it's not yours to be Cursed anymore.

Q. Some cards say they automatically kill a certain type of Monster (like the Potion of Halitosis and the Floating Nose, or the Churninator and Level 1 monsters). Can anyone interfere with this? Can anyone play a Wandering Monster?
A. As of July 2018, removing the final monster from a combat ends the combat immediately. There is a new FAQ specifically about the Churninator in the Munchkin Cthulhu section.

Q. One of my opponents added a Wandering Monster that has a "before combat" effect (e.g., the Tongue Demon makes you discard an Item before combat). Since I'm already in combat, do I still have to do it?
A. No. You lucked out this time. (We reeeeeeally wanted to say yes, because we're munchkins, too, but that leads to timing issues.) However, rules that say "When this monster enters combat" do take effect.

Q. My friends start counting 2.6 seconds as soon as they turn over a monster and combat begins. That's not even enough time to read the card! Is this legal?
A. The rule says you must get "a reasonable time" to respond when another player is winning a fight. What your friends are doing is not reasonable; you should be able to read the card to determine what, if anything, you want to do. On the other hand, you cannot take time during a fight to read every card on the table, contemplate your many (or few) options, or use a card to "Dumpster dive," hoping to find something you can use in the fight. The "2.6 seconds" part of the rule is a joke; the intent is that you cannot hold up the game indefinitely just because someone else is winning, or, conversely, that you cannot immediately declare a win before your opponents can react.

Q. Does the "reasonable time rule" apply to defeating a monster without killing it, or just to killing it?
A. Any sort of defeat. If you defeat it without killing it, other players still have a reasonable time to play an applicable card to frustrate you. However, if you removed the only monster from the fight (with Magic Lamp, for instance), they cannot play Monster Enhancers or other similar cards that affect a specific monster, because there isn't one there to fight, and they can't use any special rules for bringing in monsters (such as the Shark rules from Munchkin Booty) that depend on having a monster in the fight. They can play Wandering Monster to bring in an entirely new monster, but they must do it at once.

Q. If a card that affects "your next combat" is played on you during a combat, does it affect THAT combat, or the next one you're in?
A. If the combat is still unresolved (and obviously it is, because people are still playing cards on you for it), then that combat is the "next" one. Most Munchkin games say this explicitly in the rules, but it's true even if we left it out by mistake.

Q. I'm going to have to attempt to Run Away from a monster. Can I Curse other munchkins before I roll the die? What about after?
A. Even though curses can be played at any time, you'll have to honor the die roll before doing anything else. So yes, you can Curse before rolling the die, but not between the die roll and the monster's Bad Stuff/your escape. After that, you can resume Cursing as normal.

Q. I'm fighting a monster that says "Will not pursue anyone of Level X or below." I'm below that Level; can I still fight the monster?
A. You certainly can fight the monster. If you do not win the combat and have to Run Away, you escape automatically (no roll required).

Q. If a low-Level munchkin encounters a monster that won't chase him, does the munchkin get the treasure?
A. Nonononono. The munchkin must still try to defeat the monster. But if he cannot defeat it, he automatically escapes without rolling to Run Away, suffering no Bad Stuff. He doesn't get any rewards for failing to defeat the monster! (See Important Note #3.)

Q. I have a card that lets me Run Away from a combat automatically. But I'm facing a monster that says escape is impossible. Can I Run Away or not?
A. You cannot use your automatic Run Away ability, because you never even get a chance to try. You can Run Away automatically from any other monsters, even in the same combat, that do not have that restriction. (We have not ruled this consistently in the past, but this is the official answer going forward.)

Q. Can I play Go Up a Level cards on another player – for instance, to make him go up to a level so that a monster that would previously ignore him will now chase him?
A. This is not the original intent of Go Up a Level cards (GUALs), but it is such a munchkinly and vile idea that we liked it too much to say no. But just as when playing a GUAL on yourself, the munchkin must legally be able to gain that level. You cannot play a GUAL card, even one with a secondary effect, on a munchkin who has to kill a monster to gain that level, and you cannot force another player to do something he doesn't want to do (e.g., discard an Item) by playing a GUAL on him.

Q. Do I have to kill a monster? Even if I'm winning, can I just choose to Run Away?
A. You can't Run Away if you are winning with what you have in play. However, you are not required to exert your full effort to beat a monster, even if you could win handily by playing one-shots or using other cards or abilities. So, in that sense, you would be able to choose to Run Away.

Q. Do I have to Run Away? What if I WANT to die?
A. Your character does not want to die. Your character will always TRY to Run Away. If you want to die, hope for a bad die roll.

Q. Exactly when do you die, and how long do you stay dead?
A. You die when you get Bad Stuff that says you're dead. (A very few other cards can cause Death as well.) If you still need to Run Away from other monsters, you are excused from their Bad Stuff, because you're dead. While you are dead, you cannot receive cards for any reason, and you cannot level up. You STAY dead only until the next person's turn starts. Your new character appears at that point and may join normally in the combat, though you will get no new cards until someone gives you charity, you get cards as payment for helping in a combat, or your next turn starts. Fortunately, death is temporary . . .

Q. I had Cheat! attached to a 2 Hands Big item, along with a second un-Cheated Big item. I tried to play another card that took Hands and my friend said that I couldn't because the Cheat! was already negating the Bigness of the first card. Is he right?
A. No. Cheat! completely negates the requirements of an Item (but doesn't change its essential nature; if it's Big, it's still Big, so it can't be stolen by a Thief). The easiest way to think about Cheat! is to ignore the Item with Cheat! attached when you are figuring out whether your character is legal.

Q. If you have the Cheat! card on one Item, can you move it to another one?
A. No. Once you perform the initial cheat, the card cannot be moved to another Item. So if something happens to make the cheated Item legal for you . . . too bad. You can't transfer your Cheat! to something else.

Q. Can I use the Cheat! card to take an Item from another player, or use it to search through the discard pile to take an Item from it?
A. No and no . . . The Cheat! card allows you to equip an Item you normally couldn't due to Class/Race/slot/etc. restrictions. In other words, a second piece of Headgear, a second Big item (for non-Dwarves), an Item that requires a Hand or two when your other two are full, or the Bow With Ribbons for non-Elves. You have to have the Item already, and cannot use the Cheat! card to take it. (By a strict reading of the text on the Cheat! card, you can play it on an Item you can use, but why would you want to?)

Q. If my only small Item has a Cheat! card on it, and I get Cursed to lose a small Item, can I say that the cheated Item doesn't count as "small" for the purposes of the Curse?
A. Nice try, but no. Cheat! doesn't take away the Item's properties, it just makes the Item usable for you when it otherwise would not be.

Q. If an item has been cursed (e.g., with Cursed Thingy or Antimatter), can a Cheat! card overrule the curse?
A. If the curse has added a negative effect to the item, a Cheat! card will not remove that effect.

Q. What is the difference between Munchkin and Munchkin Deluxe (or Star Munchkin and Star Munchkin Deluxe, etc.)?
A. The Deluxe versions each include a folding gameboard that tracks all the players' Levels and has spaces for Door and Treasure decks and discards. They also come with either plastic pawns (older sets) or cardboard standies (newer sets) for each player.

Q. If I announce I'm going to do something, am I locked into that decision or can I change my mind? For instance, I was a Wizard and declared that I was going to fight a monster, but then the monster was enhanced further. Can I change my mind and Charm it?
A. You're NEVER locked into a final decision unless a card or rule says so. (However, there are no "take-backs" once you have played a card or rolled a die.)

Q. If I have two separate cards that both let me roll a die in the same situation (say both let me avoid a Curse) does one take precedence over the other?
A. Pick the one that gives you the best outcome and roll a die. If you fail that roll, try with the next ability you have. You can keep trying as long as you have the abilities to do so.

Q. The art on a card shows a weapon being wielded with two hands, but the card says it only takes one hand. Do I go by the art or the card?
A. Go by the text. If the card says it is a 1 Hand item, it is a 1 Hand item, even if the card art shows it with two hands.

Q. Is the initial sex of a character the same as the sex of the player, or can it be chosen?
A. The rules say the player chooses their starting sex, and that it defaults to the same as the player's if not otherwise specified. The designer has no objection to being overridden by house rules for cosplayers, those whose gender presentation is ambiguous or contrary to their actual sex, or literal-minded people who draw a Class* card depicting the opposite sex – but even then, you don't get to be both sexes by playing two cards with different art. Remember that a Munchkin or Unnatural Axe T-shirt will override your sex for game purposes.

Q. I was playing in a tournament and my opponent said she was female. She sure looked male to me! What is the rule in this situation?
A. If your opponent said she was female, that's good enough for us. However, if she tried to come back later and say she was actually male, too bad. We recommend using either Deluxe sets or a Level Playing Field in all tournament games so there is no possible confusion.

Q. I'm a male, but the only Class* cards I have in my hand are female. Can I still play them? If I do, does it change my sex?
A. Munchkin Classes* have a variety of different representations on them to liven up game play. They have no effect on your in-game sex.

Q. If I'm told to draw two cards and keep one but discard the other and one of the cards has an immediate effect does that effect go off?
A. Only if that's the card you keep. When you are told to decide between cards to keep and discard, the effects of the kept card will go off immediately once you decide that that is the card you are keeping. Otherwise the card you discarded was never in play and never took effect.

Q. When do we resolve cards? As they are played, or once everyone says they're done playing them?
A. As they are played. Some games have a "stack" mechanic, where all cards are resolved at once. Munchkin is not one of them.

Q. A card I played says to "roll a die." What die?
A. If it doesn't specify a particular die or tell you that you can roll any die you want, roll the six-sided die that comes with the game (or any other standard six-sided die, if you have several of them within reach).

Q. If someone makes me help him with the Kneepads of Allure, can I backstab him, play cards against him, etc., so we both have to Run Away?
A. You bet. You're required to join the combat, not to try to win.

Q. I hate the Kneepads of Allure. I think they unbalance the game. What should I do?
A. There are several possibilities.

Steal the Kneepads cards out of all your friends' games and EAT them. If they catch you, lie.

Agree beforehand to play without it, if everybody else hates the card too. Same with any card you don't like.

If the owner of the Kneepads takes too much advantage, just pick mercilessly on him. Backstab him in every attack. Throw potions at him. Eat his food while he's out of the room. You get the idea. Nobody can stand against all the other players united.

Q. Can I use Help Me Out Here to take the Kneepads of Allure and then make someone help me?
A. As long as the person you force to help you can make the difference between winning and losing (per Help Me Out Here's requirements), you most definitely can. Don't expect anyone to like you afterward . . .

Q. Can I use Help Me Out Here to take Pollymorph Potion (or Magic Lamp, or . . .) to take a monster out of the fight?
A. For purposes of Help Me Out Here, "winning" means beating the monster's combat strength. The Item you take must raise your combat strength enough to beat the monster's (or, as with the Kneepads, immediately lead to that situation). You cannot use Help Me Out Here if you are already winning, you cannot use it to take an Item that isn't strong enough to put you over the monsters, and you cannot use it to take an Item that doesn't change your combat strength.

Q. How often can a Thief steal?
A. As long as he has cards to discard.

Q. What happens to a Level 1 Thief who fails an attempt to steal? Does he die?
A. Nothing happens to him. You can't go below Level 1. (Beware the Level 1 Thief – he literally has nothing to lose!)

Q. Can a Thief steal something while he is in combat?
A. No. He's preoccupied.

Q. Can a Thief steal from someone else while THEY are in combat?
A. No. They're preoccupied.

Q. Can a Thief steal from someone while neither he nor his victim is in combat, but someone else is?
A. Yes.

Q. Can a Thief backstab himself?
A. No. It would be very munchkinly, but the card specifically says "another player."

Q. I have just drawn Divine Intervention face down. What happens now?
A. As the card says, no matter how it is drawn, all Clerics go up a level immediately. Show the card, and, if you are a Cleric, play the card in glee. Otherwise, play the card with disgust to show your contempt for those lucky people who are . . .

Q. What happens if a player gets Divine Intervention in his opening hand?
A. The player should show the card immediately. All players who can become Clerics may choose to do so and go up a level. Once everyone is done, the card is discarded.

Q. If a cleric is facing more than one Undead monster, can he discard three cards per monster for a total of +9 against each one?
A. Eeeeeeek! That's munchkinly thinking, but sorry, that's a max three cards per combat, not three cards per monster.

Q. Hoard! says I have to play it immediately. Does this mean as soon as the card is drawn?
A. Hoard! says it must be played as soon as it is drawn. That means if you draw a card, and it's Hoard!, play it immediately. If you are dealt Hoard!, play it as soon as you pick up your hand, and draw three cards face-down.

Q. What if I have to choose between cards and one of those is Hoard!?
A. If a card makes you draw and choose between cards, and Hoard! is one of those you have to choose between, you do not play Hoard! until you choose it as the card to keep. Then play it immediately.

Q. If I play a card such as Wand of Dowsing that lets me put Hoard! in my hand, what happens?
A. It goes into your hand for a split second, then triggers the "play immediately" condition. Draw the three cards face down.

Q. Can a cleric use Hoard! over and over by discarding it before he starts drawing his three cards, and drawing it again, and discarding it and drawing three more, and so on?
A. No. Discard Hoard! AFTER the three cards are drawn. GREAT try, though! (This is a reason NEVER to have two copies of Hoard! in your deck . . .)

Q. Can a Wizard use his charm ability if he's not involved in the combat?
A. No. The card says this is something he may do instead of fighting a monster. It's not for interfering with others' fights, so the Wizard in question must be the munchkin who opened the door or is helping.

Q. If a Wizard is helping in a combat and charms a monster, does he get the Treasure from that monster?
A. The Treasures gained from a charmed monster are no different from Treasures from a monster that is killed, so the Treasures (drawn after the combat is over and all remaining monsters, if any, are defeated) are distributed according to the final agreement that the Wizard negotiated for his help.

Q. Faced with multiple monsters, can a Wizard discard his whole hand to charm one, take its treasure, discard that new hand to Charm the next one, and so on?
A. No. Faced with multiple hostile monsters, one does not get any of their treasures until all are defeated. (See Important Note #4.)

Q. Can I use Friendship Potion on a monster if I fail to Run Away?
A. No! The combat ended when you failed to kill it.

Q. What if a monster gets a Mate, or you get a Doppleganger, and then somebody backstabs you or plays potions on one side or the other?
A. Mate duplicates Monster Enhancers, not other types of cards. A Doppleganger is an exact duplicate of the player – essentially, figure his combat strength and then double it. If the player's strength changes, so does the Doppleganger's.

Q. Somehow, I ended up with two Dopplegangers and played them both. Is my combat strength tripled or quadrupled?
A. Each Doppleganger duplicates you and you alone, so your combat strength is tripled. Otherwise, you end up with Dopplegangers duplicating each other, which leads in four short steps to a spacetime implosion that ruins everyone's day.

Q. Is my Doppleganger a "helper" as defined in the rules?
A. No. Only other munchkins can be "helpers" in that sense.

Q. Some cards, like Magic Lamp, Illusion, and Pollymorph Potion, let you get rid of ONE monster. If you get rid of a monster, does its mate (or, in the expansions, its relatives) also leave? In other words, is Mate an enhancement card like Ancient or fully separate like Wandering Monster additions?
A. A Mate is like a Wandering Monster. There are now two monsters, and you have to get rid of them individually. (We have found that it is easiest to get rid of the Mate card so the actual monster is still there for reference.) If you play the get-rid-of-it card before somebody tries to play Mate, though, there's no monster left for the Mate to join, so Mate can't be played.

Q. What if the Gazebo appears as a Wandering Monster after the player already has a helper?
A. The helper has to back off and let the player whose turn it is fight the Gazebo and the other monster(s), alone.

Q. If I'm not a Halfling, can I just ignore the Stoned Golem entirely?
A. Yep. It's like it's not even there. The Stoned Golem makes a bad Wandering Monster because the victims can just ignore it, unless one of the combatants is a Halfling. But if you don't kill it, you don't get its level and Treasures, even if you do kill all remaining monsters! (And you can't go back for it after the main fight is through; it's Stoned, not stupid!)

Q. Can I use Instant Wall to force someone to Run Away?
A. No. Instant Wall allows one or two willing munchkins to Run Away automatically. Instant Wall should be used after the players have decided they need to Run Away but before they roll the die.

Q. Are the Ghoulfiends supposed to be Undead?
A. No, they're like that all the time.

Q. The Ghoulfiends card says only your Level counts in the fight, not your Items. Can you still use an item to avoid fighting entirely – say, the Magic Lamp?
A. Yes.

Q. Can I use my Warrior Berserking ability against the Ghoulfiends?
A. No. The Ghoulfiends text should say "No items or other bonuses help against them – fight with your Level only." (This is an official erratum.)

Q. King Tut and the Wight Brothers say "Characters of higher Levels [than 3] lose two levels, even if they escape." Does that mean you lose two levels even if you defeat those monsters?
A. No. But if you cannot defeat them, then you must try to run away, and you'll lose the two levels even if you do escape. If they catch you, of course, you do suffer the Bad Stuff from those Monsters. (But you don't lose the two levels twice!)

Q. When does Magic Lamp let me keep the treasure?
A. If you are fighting one monster, and use Magic Lamp on that single monster, you collect the treasures from that monster. If there are multiple monsters, and you use Magic Lamp to get rid of one of the monsters, you do not get any of the treasures from that monster even if you defeat the remaining ones (you would still get the treasure from those monsters, though).

Q. If I use Transferral Potion to steal someone else's fight, can I then use cards or abilities, such as Magic Lamp, that are usable only on my turn?
A. No. It's not your turn. The card says the original player "resumes his turn," but that doesn't mean it isn't his turn at that moment, just that you've interrupted the sequence of events on his turn.

Q. The Wand of Dowsing doesn't say "Usable once only," but I have to discard it after I use it. Can I treat it like a one-shot (play it from my hand rather than the table, or play it during combat)?
A. The clear intent is that this is a one-shot card, even though it lacks the magical "Usable once only" language, and so the rules of one-shot cards apply to this one as well. It can be played during combat, and it can be used from the hand. We've fixed this error in recent printings.

Q. I was beating a monster and one of my opponents played Wand of Dowsing and said I couldn't claim victory until she had searched the entire discard pile. It took her 20 minutes to decide! Is that really what "reasonable time" means?
A. Not even a little. "Discard diving" as a stalling tactic is not in the spirit of the rules. If your opponent knew there was a specific card she wanted to play against you, she should have told you as she went into the discards so you knew she wasn't just wasting time. You would have been perfectly correct to call reasonable time if it was clear she was just searching for something to play against you. In informal, friendly games, many groups allow a player to say, "I'm pulling the +10 monster enhancer to play on you," and count that as playing the card even if the dowsing player doesn't yet have it in hand, as long as the card is actually in the discards to be retrieved.

Q. I'm a Cleric and I was fighting a monster. The opponent to my left played Wand of Dowsing and just said he was pulling out a GUAL, but didn't actually do it. I would have used Resurrection to take that GUAL card for myself if it had been there! Is this legal?
A. By the strict letter of the card, no; you actually have to pull out the card you want. (You aren't required to play that card, however, so there's no guarantee your opponent would have put it in the discards immediately for you to grab.) However, in an informal game, especially where no one has a way to retrieve discards, it's perfectly fine to say "I'm going to grab and play a GUAL; anyone object if I just say I'm doing it to save some time?"

Q. I played Wand of Dowsing. An opponent played a Curse on me while I was going through the discards. Is it legal for me to grab a Wishing Ring to use to cancel the Curse, even if it wasn't the card I intended to pull?
A. Absolutely. Playing Wand of Dowsing and pulling the card from the discard pile counts as a single action, so the effect of the Curse has to wait until you are done. Even if you had said what card you were going for, you're allowed to change your mind until you actually complete the action. However, once you have pulled the card, the Curse happens – if you don't get a card that will let you cancel the Curse, you have to resolve the Curse's effects before playing the card you just pulled out of the discard pile.

Q. I used an ability to automatically kill a monster. Another player used Wandering Monster to add a monster to the fight, and then played Transferral Potion to move the monster to himself. He beat it. Who gets the level and Treasures for the monster I killed?
A. As of July 2018, if you automatically killed the only monster, combat ended and this whole sequence can't happen. If there were other monsters still fighting, however, this sequence is legal. You get the level and Treasures from the monster you killed after the transferred combat has been resolved. If the other player also wins, you draw Treasures first. (This has been ruled different ways at different times, but we got a ruling directly from Steve, so it is official.)

Q. The Hireling confuses me. Other than the +1 Bonus, what is the point of the card?
A. It's basically another Cheat! card that lets you swap out the attached Item. But it's vulnerable to the Kill the Hireling Go Up a Level card, and anything that makes you lose the Hireling takes the attached Item with it.

Q. Can an Orc use his power to remove a curse retroactively? What if he has a Chicken on his Head when he becomes an Orc – can he break the curse at that point?
A. No. If an Orc does not use his power at the moment he is hit with the Curse, it takes full effect, and he can't use his Orc ability to remove it later.

Q. Why doesn't an Orc get some kind of bonus for dealing with the 3,872 Orcs monster card?
A. Rather than put a rule on a Race card that refers to a single monster card or rewrite a monster card to refer to a Race that isn't even in the same set, we decided that the monster orcs are just as hostile to a munchkin Orc as they are to any other munchkin.

Q. What does "every other player" mean on the Generosity curse?
A. It means every player who is not the victim. The intent is for the victim to give all of his stuff to all of the other players.

Q. The Lust Monster says ". . . you must flee" if you cannot get help from a member of the opposite sex. Does this mean I cannot use cards on it like Out to Lunch?
A. Even though it says you must Run Away, it does not say you have to do so immediately. So while you cannot fight the monster, you can use other cards on it, and if you can remove the monster from the fight entirely, the restriction is also removed.

Q. If I'm using the Sword of Slaying Everything But Squid and encounter Squidzilla, can I use an illusion to switch out Squidzilla?
A. No. As soon as Squidzilla appears, combat ends and you must try to Run Away immediately. (This is not 100% clear on the card, but it is the intent!)

Q. Can you explain the Siege Engine to me?
A. The Siege Engine is a 2-Handed Big item that doesn't count against your Big items, and you can choose whether to use it at the start of a combat, gaining a +4 bonus but accepting a -1 Run Away penalty.

Q. Can I play Annihilation to cancel a monster I just drew when I kicked open the door? If so, what happens?
A. Put the monster in the box and forget about it. However, because this was not a card played by an opponent, you do not get to cancel the monster or Kick Open another Door. And because the monster was in play, however briefly, you were in combat for that short time and therefore you cannot Look For Trouble or Loot The Room.

Q. I just killed a monster to reach Level 10. My opponent played Trojan Horse and the Plutonium Dragon and said I couldn't level up (and therefore win the game) until I killed the Dragon. I say that I killed my monster, and even if I didn't get the Treasure, I win because I reached Level 10. Who's right?
A. Congratulations on your victory! Trojan Horse cancels the Treasure but not the levels from one combat and immediately starts a new one. If the result of the first combat brought you to Level 10, the game is over and Trojan Horse can't be played.

Q. My opponent added a Wandering Monster. What happens if I Annihilate the monster? What about the Wandering Monster card itself?
A. In both cases, the card you Annihilate goes into the box and is forgotten, and the other card goes back into your opponent's hand.

Q. I played Curse! Cursed Thingy on an Item and we aren't sure how it works. Can I unequip the Item? What special abilities (e.g., fire/flame, cannot be lost to Bad Stuff, can be used with other equipment of the same type, gives an extra hand) are affected?
A. You cannot unequip the Item; it takes up a useful Item slot until you lift the Curse or contrive to get rid of it. Here are some specific examples of effects that Cursed Thingy can have (this is not a comprehensive list):

The cursed Item loses any combat bonus it might possess.

If it has some other bonus (a Run Away bonus, for instance), it loses that as well.

If it is a fire/flame Item, it does not count as one.

It cannot be lost to Bad Stuff, but that's a function of Cursed Thingy rather than the Item.

It can be lost to Curses, even if the Item says it can't.

If the Item itself says it can be used with other equipment of the same type, then you have to unequip the other Items of that type (for instance, a Cursed Thingy Raincoat cannot be worn over other Armor), but if it's the other Item that gives that ability, that's fine (a Raincoat can be worn over some other Cursed Thingy Armor).

A Cursed Thingy that gives you an extra Hand loses that ability.

Q. Does Curse! Tiny Hands prevent me from carrying an Item that requires 2 Hands, or just from equipping it?
A. It prevents you from carrying it, just like the card says. (It also prevents you from equipping it, of course, unless you Cheat!)

Q. How does the Casting Couch work?
A. Casting Couch gives you the option to have all the benefits and penalties to being a Wizard along with any other Class(es) you might be. It is, in effect, an optional extra Class card. If you decide to use it, you may use Wizard-only Items in combat, you may use the Wizard's flight spell and charm spell, you get any bonuses/penalties against Monsters that are sensitive to Wizards. No matter what, you must decide whether you are using the Casting Couch at the start of combat (i.e., right after you Open A Door and find a monster, or when you Look For Trouble). If you do choose to use it, you are -1 to Run Away.

Q. What happens if I'm wearing the Fake Beard and the Fake Ears?
A. Monsters will react to you as if you are a half-Elf/half-Dwarf.

Q. How does the Stab-A-Matic work?
A. The Stab-A-Matic allows a non-Thief to backstab like a Thief during combat. I.e., he may discard a card to give a player a -2 penalty during combat, once per combatant. A Thief using the Stab-A-Matic gets a "bonus" to his backstabbing efforts, so each is good for a -3 penalty instead of the normal -2.

Q. Convenient Handles lets me turn a Big item into a small item. So could a Thief put convenient handles on someone else's Big item, and then try to steal it?
A. No. You can't play enhancers on other people's Items unless the card specifically says so.

Q. If I have two Steeds and Trick Riding Boots, what happens if I lose my footgear? Do I immediately discard the second Steed? Is it killed? And if so, if it was the Tiger Steed, would it come back to my hand?
A. You'd have to lose a Steed because you're only allowed one. This would not be the kind of event that allows your Tiger Steed to be returned to your hand.

Q. Is there anything special I have to do for Steed Enhancers?
A. Nope. Steed Enhancers work and are played just like Item Enhancers, except they can only be played on Steeds.

Q. If I have a Steed that breathes fire, does that count as having a fire/flame attack?
A. Yes, it does.

Q. Can I fight a Steed from my hand instead of Looking For Trouble?
A. No. A Steed can only be fought when you Kick Open The Door and find a Steed.

Q. Can I discard my Steed to automatically Run Away like I can with a Hireling?
A. Not unless the card itself says you can.

Q. If I decide not to use a Steed, can I unequip it by turning the card sideways?
A. Steeds cannot be carried. If you cannot legally use a Steed for some reason, you must find a legal way to get rid of it (e.g., trading it to another player, selling it for a level, Cursing yourself to lose a Steed) or you're stuck riding a Steed that gives you no benefits.

Q. Can I play Duck of Earl if I am Level 1 and can't lose a level? What if I'm Level 9 and can't gain a level unless I kill a monster? And what if I'm using a special trick die so I'm guaranteed to roll a 6?
A. You can still play the card in all these circumstances, but you don't lose/gain the level. Normally, using a trick die would be very much against the spirit of the rules, but the text on this card leaves that door wide open. Good . . . luck?

Q. Do I get Treasures or levels when I tame a monster?
A. No, you munchkin. You didn't kill it.

Q. If I'm fighting multiple monsters, when does the taming happen?
A. It happens as soon as you discard to make it happen; your new Steed will help you against the other monsters.

Q. If I tame a monster, what happens to my old Steed? What if I somehow have multiple Steeds?
A. Discard the old one(s). The tamed Steed replaces all Steeds you might have had previously.

Q. Does my tamed Steed count as a Big item?
A. Because it does not have a Gold Piece value, it is not an Item and is not affected by any cards that specifically target Items. It follows all other rules for Steeds, however.

Q. If I discard a tamed monster, what happens to the card?
A. It goes to the Door discards. It's not a Steed any more. It's a monster again.

Q. Do I keep my tamed Steed if I quit being a Ranger?
A. Yes, until you play another Steed.

Q. If potions, enhancers, etc., were played on a monster before I tamed it, what happens?
A. Taming a Steed is similar to the Wizard's Charm Spell, so one-shot Items (if it was the only monster in the fight), Monster Enhancers, and so on get discarded. (Rulings on the forums have been inconsistent, but this is the official answer.)

Q. If I am using Horse Shoes as a Steed and it has a Steed Enhancer on it, what happens if I declare that Horse Shoes is now Footgear?
A. The Steed Enhancer remains on Horse Shoes, but they do not add to its bonus as long as you are using them as Footgear.

Q. In the Dungeon of Comprehensive Curses, it says a Curse that affects one munchkin affects all munchkins. What happens with a Curse like Income Tax that already affects everyone?
A. Since Income Tax is already effectively a comprehensive Curse, play it as written on the Income Tax card.

Q. What about Clerical Error in the Dungeon of Comprehensive Curses?
A. Yes. Um. Well. That's a good one . . . Because Clerical Error puts you into combat, and you cannot have a bunch of combats going on all at once, we're going to punt and say that Clerical Error cannot be made Comprehensive. Play that Curse as it's written.

Q. I was playing a Dwarf and drew the Dungeon of Utter Uncharitability. The dungeon gives all Dwarves a level upon entering it. Can this be the winning level?
A. The card does not say it can be, so no, it cannot be the winning level. (See Important Note #1.)

Q. The rules say that when you play a Portal card from your hand or kick down the Door to find a Portal, you draw a replacement card. What happens if I discard a Portal to power an ability or fulfill the effects of Bad Stuff or curses?
A. Because the Portal card was never in play and never took effect, you would not draw a replacement card.

Q. What happens if the Dungeon of Cinematic Encumbrance Limits is sent away while I am in combat? I can't unequip or trade Items, but presumably I can't just cheat until the end of the combat, either . . .
A. If you have too many Big items, resolve that situation as the rules dictate. If you have too many Hand items, decide which ones remain in play and turn the rest sideways. You cannot normally do this when you are in combat, but you cannot have more Items equipped than you can legally use, either, and you have to resolve that illegal setup before play can continue.

Q. Can the Dungeon of Elvish Excess (which states that everyone who is not already an Elf gets an Elf card) trump the effect of "There Can Be Only One, and It's Me" on an Elf? That is to say "There Can Be Only One" says that no other player can become that Race, but the Dungeon makes everyone that Race. So which is it?
A. The Dungeon of Elvish Excess makes everyone an Elf regardless of their own Race already. Because of this, the Dungeon sidesteps the effect of There Can Be Only One, and It's Me. However, when everyone else leaves the dungeon, they cannot retain the Elf Race.

Q. When we leave the Dungeon of Elvish Excess, it says we have to "discard Races down to the normal limit and our elfishness can now be lost or discarded normally". Does this mean we go back to being what we were?
A. Yes. When you leave the dungeon, you must choose between the Races you have (previous and Elf) and discard down to the number you are allowed to have (normally one). At this point you can keep being an Elf or become something else.

Q. The Dungeon of Extra Effort says that to win the game we must make it to Level 11, but that Level 10 and 11 are treated the same way. Does this mean I can play a Go Up a Level card to go from Level 9 to 10?
A. No, you cannot play a Go Up a Level to go to Level 10. This Dungeon does not change the rules for reaching Level 10 (see Important Note #1); it just adds a Level 11 beyond it.

Q. How does the Dungeon of GM-ly Generosity interact with the Listening at the Door rule?
A. Listening at the Door replaces your usual Door draw with a Treasure draw. It does not replace the extra Door draw you get in this Dungeon. Draw a face-down Door and a face-down Treasure.

Q. We were in the Dungeon of Mandatory Murder and I drew the Cleared the Dungeon! Portal card. Do we get the level?
A. If the Dungeon of Mandatory Murder is the Dungeon you get rid of, then yes, you get the level. If you get rid of another Dungeon, then you don't.

Q. Do I need Munchkin 6 to use this expansion?
A. Not at all. It works by itself.

Q. Why 6.5?
A. Because it's similar in format to Munchkin 6 and because we were afraid calling it Munchkin 9 would make people think they had to buy all eight of the previous expansions before picking it up.

Q. Can I mix it with Munchkin 6?
A. Absolutely!

Q. The rules say that when you play a Portal card from your hand or kick down the Door to find a Portal, you draw a replacement card. What happens if I discard a Portal to power an ability or fulfill the effects of Bad Stuff or curses?
A. Because the Portal card was never in play and never took effect, you would not draw a replacement card.

Q. Does the Mirror Portal's effect cancel when a new Portal is played?
A. Yes. Discard the Mirror Portal at that time.

Q. Does one Mirror Portal cancel the other?
A. For a brief instant, before imposing its own reversal. If you mean, "Does one Mirror Portal undo the other," no.

Q. How do Mate and similar cards interact with the Dungeon of Double Trouble?
A. Mate duplicates a single monster; in this case, one of the two twin monsters. You now have three identical monsters. Good luck!

Q. What was this set?
A. The first version of Munchkin 7 was More Good Cards, published in 2008. MGC was a 56-card expansion that reillustrated some cards from Munchkin Blender and added some new cards as well. When we rechristened Munchkin Blender as the new Munchkin 7 – Cheat With Both Hands, MGC became redundant. We republished the new cards from MGC in a mini-expansion, Munchkin Monster Enhancers, which is now included in the Munchkin Game Changers box.

Q. What do I need to get in order to get all the cards from More Good Cards?
A. Cheat With Both Hands and Game Changers. (Full disclosure: there is one Wishing Ring that was not reprinted. We don't think you will miss it.)

Q. I received Treasure for killing a monster and one of the cards was a Curse. Does this go off as a normal Curse would? How did my Treasure get cursed?
A. This was a misprint. Those Curses should be Door cards and not Treasures. Corrected versions are available in Munchkin Game Changers. We recommend not using the misprinted Curses.

Q. What is the difference between Munchkin Blender and Cheat With Both Hands?
A. Two major differences:

Blender's cards are a garish purple that doesn't match anything else in the Munchkin line. CWBH's cards match the original Munchkin brown color scheme, the better to shuffle into a fantasy set.

CWBH incorporates card and rule revisions that were made to the entire line in 2010. Blender's cards have the older wording on them.

Q. If I buy Cheat With Both Hands, what am I missing from Munchkin Blender?
A. Nothing (although some of the art is different).

Q. If I am wearing the Freudian Slippers and then don the Revealing Costume, or vice versa, can I rack up a bonus that soon rivals the U.S. National Debt?
A. No. The "change" caused by Freudian Slippers is not an actual sex change for the purposes of cards such as the Revealing Costume. However, if you lose the Slippers and the last sex you declared yourself is different from the sex you were prior to putting on the Slippers, that change will count and add to the Revealing Costume bonus.

Q. If I use Old Edition, can I play an Elf as a Class when I'm already an Elf (by Race)?
A. No. You can only have one of each Race or Class card in play. Even if you play Old Edition to make a Race into a Class or a Class into a Race, you can't play a duplicate of a Race or Class you already have in play for your character.

Q. Since you have disallowed the Epic Munchkin rules, how should we handle the Epic Junior cards?
A. In your own game, if you like the Epic rules, keep playing with them. If you don't like them, or you're playing in a tournament, put those cards back in the box as they come up (or pull them out permanently) and immediately draw a replacement. In a future printing of this set, we'll replace these cards with something else.

Q. Can I use an expansion for one set with a different set? For instance, can I combine Pants Macabre with Munchkin Fu without using the original Munchkin Bites as well?
A. Sure, but much of the effectiveness and full flavor of the expansion may be lost. While Munchkin sets can be combined in many different ways, some ways are more effective than others. In general, if you use an expansion, you should probably use its associated core set as well. (Cheat With Both Hands itself is an exception; you can use it with other Munchkin sets if you like. We made it a fantasy expansion, however, because fantasy Munchkin is far and away the most popular, both on its own and in blended games.)

Q. I'm blending regular Munchkin and Munchkin Bites! Do Elves get two levels for helping kill Your Old Character?
A. No. Elves only get one level per monster they help kill, so they can get the standard Elf helper level or the level for helping you kill your old character, but not both . . .

Q. I'm blending Munchkin Cthulhu and Munchkin Zombies. Does the Bowling Pin from Cthulhu add to the "Bowling items" bonuses from Zombies?
A. Sure! (And all of those also help the Indian from The Good, the Bad, and the Munchkin.) In general, assume that special rules cross genres unless otherwise instructed. The most current CWBH rules will always include crossover notes, so if you play a lot of blended games, you may want to download a fresh copy occasionally.

Q. I have the Valuable Coupon and the Gift Card in hand. Can I use the Coupon to get the Gift Card plus 400 gold worth of items, and then use the Gift Card to get back the Valuable Coupon, then repeat the process until there are no items left?
A. The Valuable Coupon says it has no cash value, and it means it: it should not even say "No Value," meaning it's not an Item eligible to be grabbed by the Gift Card. (This is an official erratum, fixed in more recent printings.)

Q. The Saddle Horn art shows the Saddle Horn attached to the Phoenix Steed, but the Phoenix Steed cannot be enhanced. Is the Saddle Horn an exception to that rule?
A. No. The person responsible for writing the art spec for the Saddle Horn has been punished.

Q. I sacrificed the Phoenix Steed and it went to a player who already had a Steed in play. What happens?
A. When the Phoenix Steed goes to a player who already has the maximum number of Steeds in play, that player must choose one Steed to discard. It doesn't have to be the Phoenix Steed, if he'd prefer to keep that one.

Q. The Avatar says you automatically Run Away from all monsters if you lose the combat. What about monsters that say "escape is impossible"?
A. Monsters that prevent Run Away attempts cannot be escaped, even with the Avatar. (This is a changed ruling.)

Q. What is this?
A. It's a standalone Christmas-themed Munchkin game for three or four players, packaged in a tuckbox and sold for a holiday-friendly low price.

Q. Are all the cards new?
A. About half of the cards are new in this game. The rest are taken from previous holiday-themed Munckhin sets or are existing Munchkin cards reillustrated for the holidays. (Check out the Gazebo and the Potted Plant!)

Q. Can I mix it with my other Munchkin sets?
A. You can, but you might get some duplicate cards with weird effects. If that doesn't bother you, go for it!

Q. Is it already out of print?
A. Unless it's relatively close to the holiday season, it's probably in "the vault"; some of our seasonal sets are only available during the holidays.

Q. What is this?
It's a collection of cards from four out-of-print Munchkin mini-expansions: Fairy Dust (and Fairy Dust Dice), Monster Enhancers, Munchkinomicon, and Reloaded! It includes two big sparkly pink dice and two new level counters.

Q. Does this mean you aren't reprinting the individual mini-expansions?
A. We don't plan to, no.

Q. If I charm the Sparkly Good Fairy instead of killing her, do I get the two Fairy Dust cards as well as the four Treasures?
A. Yes.

Q. When I play Pixie Potion, do I roll the die immediately? If so, and it goes back into my hand, can I use it again in that fight?
A. Roll when the combat is concluded.

Q. I am fighting a Level 10 monster and another player plays ". . . And Its Little Friends" on my combat with a Level 15 monster. Which monster counts as the "original monster" when figuring out which Level monsters the other players are able to play?
A. The "original monster" in this case is the one that started the combat. In fact, the other player is unable to play a level 15 monster with . . . And Its Little Friends, as that monster must also be under the Level of your original monster.

Q. Can I Curse the Munchkinomicon? What happens?
A. If the Curse forces the Munchkinomicon to be discarded, it goes back to the top of the Treasure deck, as always. If it is a Curse that makes its bonus into a penalty, or has some other persistent effect, that effect stays on the Munchkinomicon until it returns to the Treasure deck, as stated in the rules. However, the Munchkinomicon is not bound to a player even if it is hit with a Curse that says so.

Q. Can I play Annihilation on the Munchkinomicon? If so, what happens?
A. As long as a player has the Munchkinomicon in play, yes, it can be Annihilated. (You cannot Annihilate it from the top of the Treasure deck, you munchkin.) Put it in the box and forget it . . . unless someone has the Summon The Book spell, which can bring the Munchkinomicon back even from annihilation!

Q. The Munchkinomicon rules say you get it when you die. But you can't receive cards when you're dead. How does that work?
A. The Munchkinomicon rules supersede the usual Death rules – as soon as your erstwhile friends leave your corpse for the vultures, the Munchkinomicon appears by your side and grants you a Spell. As the rules say, if more than one player dies on the same turn, the stinking rotting corpses dice it out.

Q. If I loot the Munchkinomicon from another player's corpse, do I get a Spell? The rules aren't clear.
A. That's not a trade, so yes, you get a Spell.

Q. If I steal the Munchkinomicon from another player, do I get a Spell?
A. That's not a trade, so yes, you get a Spell.

Q. If I use Help Me Out Here to swipe the Munchkinomicon from another player, do I get a Spell?
A. That's not a trade, so yes, you get a Spell.

Q. The rules say I can't draw the Munchkinomicon on the same turn that I sold it or was forced to discard it. Can I use Summon The Book to get it back?
A. Since the entire purpose of that Spell is to grab the Munchkinomicon for yourself, yes, you can.

Q. Can I lure the Munchkinomicon away from a player during combat?
A. Yes, as stated in the Munchkinomicon rules. This is an exception to the usual rules about not equipping or stealing Items during combat.

Q. When are Spells discarded?
A. As soon as they're used. Yes, this means that if you only have a few Spells in the deck, you can cycle them pretty quickly if the occasion presents itself. (If you want to make a house rule that Spells are not discarded until the end of the turn, that would not be unreasonable.)

Q. Are Spell cards considered "one-shots"?
A. No. Spell cards are considered Spells.

Q. Can several players repeatedly steal the Munchkinomicon during another player's combat in order to attempt to get a spell to stop the player from winning?
A. Once a player says, "OK, I'm winning – is anyone doing anything to stop me?" the "reasonable time" count begins. You cannot stop the player by saying you intend to do something; you have to make an affirmative action (by playing a card or discarding to use a power). Discard diving is not an affirmative action – you can pull Spells with the Munchkinomicon if you want, but if you don't play Spells that directly affect the fight, then you aren't changing the state of the combat, and so the "reasonable time" does not reset.

Q. Under what circumstances would I get a level as a Dark character?
A. Whenever you play a card or use a Class/Race/etc. ability against the munchkins, and the monsters win. For example, if you play a Monster Enhancer or a one-shot item to boost the monster, or if you backstab the munchkin(s), you would get a level if the munchkins have to Run Away.

Q. Can I be both Dark and High at the same time?
A. Yes, you can.

Q. Can I play Master or Dark or High if I'm a Human?
A. Master only works on Classes, and Human is not a Class. Dark and High state they have to be played on Race cards. Human, while a Race, has no Race card, so Dark and High cannot be played on it. (However, it's a perfectly fine house rule to allow someone to be a Dark or High Human.)

Q. When can I play (or discard) Master, Dark, or High cards?
A. They can be played (or discarded) at at any time you would play (or discard) a Class or Race card.

Q. The High card lets me exchange all the treasure I would get in that combat for a second level. Do I get to look at the treasure first?
A. The intent of the card is that you forgo drawing Treasure in favor of an extra level, so no, you do not look at them first.

Q. Can I play Rocks Fall, Everyone Dies if I died somehow other than in combat? The text isn't clear.
A. Rocks Fall, Everyone Dies may only be played after you lose a combat. That means you have to Run Away. If you contrive to die in some other way, too bad.

Q. What was this?
A. When we did a major rule update in 2010, we produced this update expansion, which included about 130 of the most-changed cards so people could replace those cards in their existing decks, rather than rebuying everything. We also included a relatively comprehensive list of rule changes so people could update all the cards that we didn't reprint here.

Q. How can I get this?
A. Almost certainly, you can't; we published one print run and do not intend to reprint it. Fortunately, you don't have any use for this update unless you are using an especially old Munchkin game.

Q. What is this?
It's a collection of the Munchkin-sized cards from our five Warehouse 23-exclusive boosters, so people can buy them who don't know about W23 or who missed out on some cards that have since gone out of print. (Some of these cards had errata that have been fixed in this set; look at the individual booster entries below for questions about those cards.)

Q. Does it include the Marvelous Magenta Moat or the Munchkin Quest cards?
A. No. Printing just a few weird-sized cards would have made this expansion significantly more expensive.

Q. What is this?
It's a collection of cards from four out-of-print Munchkin holiday-themed boosters: Waiting for Santa, Santa's Revenge, Reindeer Games, and Naughty & Nice. It includes two big dice, one red and one green; some reprinted holiday promo cards and some new cards; and a holiday-themed Kill-O-Meter.

Note: Non-fantasy mini-expansions are listed under the appropriate genre sets. The Conan the Barbarian mini-expansion is listed under the Munchkin Conan set, even though both of those have fantasy card backs. Ditto Munchkin Pathfinder: Gobsmacked!

We used to use the term "booster" for these, and some instances of that term may remain in this document. However, with the Munchkin Collectible Card Game on the market, we're shifting terminology here to avoid confusion with the randomized booster packs for that game. "Mini-expansions" means anything smaller than the 56-card tuckboxes that isn't tied to an accessory product.

Q. I see that the Munchkin mini-expansions come in foil finseal packs or blister packs like other collectible card games. Is this a randomized set of cards?
A. No. Each Munchkin booster pack contains the same set of cards as all the others with that name. These boosters are neither randomized nor collectible.

Q. The Dragon Ass says it's immune to fire/flame attacks, but aren't all Dragons immune to fire/flame attacks? Is the Dragon Ass somehow extra immune?
A. No. The card was written before that rule was added and no one caught the overlap. We were probably too busy giggling at the awful title.

Q. OK, smarty-pants, the Hydrogen Dragon says you automatically defeat it if you use a fire/flame Item, but isn't it a Dragon and therefore immune to fire/flame attacks?
A. It would be, except that the card itself says it is not.

Q. Dragula says Clerics cannot use their Turn Undead power. What happens if Dragula gets added to a combat after a Cleric has already used the Turn Undead power?
A. The Cleric keeps the bonus, since it was legal when the bonus was gained. He cannot add more, if he didn't gain the full +9 initially.

Q. Curse! Drag On . . . etc. says you must keep talking. What constitutes "talking"? If I have a sore throat, can I whisper instead?
A. Whatever your most usual mode of face-to-face communication is, that's what this card means by "talking." If you are ailing and whispering is all you can manage, that's fine. If you typically use some form of sign language, your fingers had better keep moving.

Q. The Dragon's Trike is a fire/flame attack. Should it also say it affects Dragons? Otherwise, what's the point?
A. It doesn't affect Dragons, but it sure messes up lots of other monsters!

Q. Does the Spear and Magic Helmet (from Half Horse, Will Travel) automatically kill any of the monsters in this booster? It sure seems like it should . . .
A. It does, doesn't it? And yet, no. Spear and Magic Helmet specifically auto-kills monsters with "Bunny" or "Rabbit" in their names, and none of the Easter Eggs monsters fit that description. If you want to make a house rule that they're affected, that would be reasonable.

Q. Is Laser-Sighted an Item Enhancer? It feels like one, but it isn't labeled as such.
A. Yes, it is. We weren't good about labeling those at the time that card was printed. (The version in Munchkin Hidden Treasures has been corrected.)

Q. What does the Attic mean by drawing a replacement card for the Room?
A. That's a mistake. Ignore that entire sentence. The errata page for this booster has more detail. We used to offer replacements for this card, but we eventually ran out. (As above, the version in Munchkin Hidden Treasures has been corrected.)

Q. What happens if I play Annihilation on a card protected by the Marvelous Magenta Moat?
A. Nothing; the Moat protects that card.

Q. What happens if I play Annihilation on the Moat itself?
A. The Moat is Annihilated (it can't protect itself). If it was protecting a card, that card is not Annihilated.

Q. Can I play the Munchkinomicon on the Marvelous Magenta Moat to keep other players from stealing it and getting Spells?
A. No. The Munchkinomicon's rules override the Moat. (This is a very rare "rules override cards" case, but the Munchkinomicon is a weird card to start with.)

Q. What's up with the Can of Worms? It's a monster in the Treasure deck?
A. Yeah, that's what we call a printing mistake that we decided to live with. There's a special little mini-FAQ on the errata page for this booster. (The version of this card that we printed in Munchkin Hidden Treasures has been fixed.)

Q. I got the Raincoat (for Munchkin Quest) in this mini-expansion, and it doesn't match the Raincoat my friend just played in our game. Do I have a bad card?
A. Well, um, you see, what happened was . . . we screwed up. There is a Raincoat in this set. We also produced a promo version of Raincoat with different rules. We can't even blame miscommunication between departments; the same person wrote both cards. Oops. They're both good cards, so we don't see any problem if you have both in your deck.

Q. I mixed all my Warehouse 23 boosters together and I have two Miss Moneybags cards. What happened?
A. We were careless and printed it for both the 2013 and 2014 boosters. You can either send one copy to a nice farm upstate where it will play with all the other excess game components and it never rains and they never get hungry or tired, or you can just have two copies in your deck. They do not have any special synergy properties if you get both of them in the same combat. (Munchkin Hidden Treasures only has one of them. Gloat at the poor, deprived souls.)

Q. I mixed all my Warehouse 23 boosters together and I have two Miss Moneybags cards. What happened?
A. We were careless and printed it for both the 2013 and 2014 boosters. You can either send one copy to a nice farm upstate where it will play with all the other excess game components and it never rains and they never get hungry or tired, or you can just have two copies in your deck. They do not have any special synergy properties if you get both of them in the same combat. (Munchkin Hidden Treasures only has one of them. Gloat at the poor, deprived souls.)

Q. I already have most of these cards! What gives?
A. Awesome! We made this mini-expansion for people who had missed out on a lot of our promo cards, but it sounds like that's not you. Three of the cards in this pack are new, however, and a couple of the older cards were revised for this set.

Q. When this goes out of print, are these cards returning to promo circulation?
A. That's not the plan right now; once this sells through (and as of June 2016, it's close!), these cards will be retired. You might want to pick up a set now if you're afraid of missing out! (2018 update: We have since reprinted a few of these cards that were especially popular with fans.)

Q. Any chance of doing another Gets Promoted set with more hard-to-find promos?
A. You must have missed Munchkin Gets Promoted 2, which came out in 2017!

Q. No, I mean in the game. Is it a Class or what?
A. It is a state of being, an extra little attribute for your character. It transcends bourgeois concepts such as "Class" and "Race."

Q. Ooooookay. If I decide that being a Hipster is so last year, how can I get rid of it?
A. Just discard it.

Q. What does the Hopster mean by saying that it counts as a Bunny if you're using Easter Eggs?
A. I'm not surprised you don't understand that reference; it's pretty obscure. (So obscure, in fact, that there aren't any Bunny-themed rules in Easter Eggs at all. However, any other cards that talk about Bunnies also affect the Hopster.)

Q. I bought this and Munchkin Holiday Surprise and I think there's a misprint; some of the cards are repeated.
A. Not a misprint. Holidazed includes four cards originally created for Holiday Surprise so that people who bought the original mini-expansions in that box don't miss out. And it gave us an excuse to make more awesome dice!

Q. Is it already out of print?
A. Unless it's relatively close to the holiday season, it's probably in "the vault"; some of our seasonal sets are only available during the holidays.

Q. What the heck?
A. Kobolds Ate My Baby is a delightfully silly "beer and pretzels" roleplaying game from Ninth Level Games. It was illustrated by one Mr. John Kovalic, so we were pretty sure our artist could mimic his style. We were right!

Q. Who is King Torg–
A. ALL HAIL KING TORG!

Q. –and why does everyone yell the same thing when you say his name?
A. Whose name?

Q. King Torg.
A. ALL HAIL KING TORG!

Q. I walked into that.
A. You really did. Anyway, he's the kobold king and he is constantly hungry, so all the other kobolds have to go out and bring food back to King Torg–

Q. ALL HAIL KING TORG!
A. Now you're getting it. –and his preferred food is babies. So there you are.

Q. What is this?
A. It's a mini-expansion that doubles as a demo set. All of the cards are perfectly legal Munchkin cards, but you can also sort them into a programmed two-player demo to teach the basics of Munchkin to new players.

Q. The rulesheet says there are 15 cards, but I have 17 in my set. Which one is right?
A. The rulesheet is wrong. You have 17 cards. Yes, we're embarrassed.

Q. Wait, didn't the first printing have 19 cards? What happened to the other two cards?
A. The first printing did indeed have 19 cards. There were two Curses from the original Munchkin 7 – More Good Cards that were misprinted, so we printed corrected cards in this booster and a couple of other places, too. By now, we figure most people have the corrected cards (or never had the misprinted ones and don't care), so we dropped them here. They're still in Munchkin Game Changers, though.

Q. What was this?
A. It was a 56-card pack that was sold a few years ago. It had 17 cards taken from the original Munchkin game, repurposed as a quick demo set, and a bunch of copies of five promos that were designed to be given to people who tried out the demo. All of those promos have since been reprinted in other places.

Q. That sounds cool! Is this coming back?
A. Not as such, but you can pick up the Marked for Death mini-expansion and get a demo with new cards.

Q. How do you use the character cards?
A. Pick one and put it in front of you. You are that character for this game. All of them (except BMO) have male and female versions, taken from the show; choose the one you want. Each character has a minor game ability that is always in effect.

Q. What does BMO's character ability mean?
A. BMO is genderless and ignores any effects on any card that refer to gender. BMO also cannot have its gender changed, because there's no gender there to change.

Q. But BMO is voiced by a woman!
A. So is Bart Simpson.

Q. If BMO is a Musician, what qualifies as "opposite gender"?
A. BMO has no opposite gender, so it cannot benefit from that Musician ability.

Q. I'm playing BMO and I failed to Run Away from Ricardio. I don't have a gender to change; do I suffer the -5 penalty anyway?
A. Nope!

Q. I'm playing Marceline (Marshall Lee) but I'm colorblind. How should I resolve her (his) ability?
A. Finn sympathizes. If you trust your fellow players, you can ask them. Otherwise, you may want to choose a different character.

Q. How much red qualifies for Marceline's/Marshall Lee's ability? Does the color have to be on the monster itself, or just somewhere on its card? Can I use a red marker to make all the monsters red?
A. Any amount of red that originally appeared on the card. Marking your cards with more red than was intended is cheating and is definitely not allowed.

Q. The Bucket Knight gets a bonus for drinks on the table. Is that cards that represent drinks or actual, physical drinks?
A. It means actual, physical drinks. Before you ask, it does not mean empty drink bottles or cups with ice but no appreciable liquid.

Q. I was hit with the De-Corpsinated Curse and I have the Milk Suit equipped. Do I have to discard the Suit to avoid the Curse before rolling for its effect?
A. You may roll first and find out whether the Curse has any effect before choosing whether to discard the Milk Suit.

Q. Do I actually have to use the Milk Suit on the very next Curse I get after I equip it, or can I use it later?
A. It may be used on any Curse that hits you after you equip it. "The next Curse" is flavor.

Q. I was in combat and a helpful friend played Curse! Wazoo! on me. After I swapped my character and Class cards, some of my Items were unusable. May I swap them out? Also, I used to be Royalty and now I have way too many Allies. What should I do?
A. You can't unequip or equip Items. You're in combat. (See Important Note #2.) You have to discard your excess Allies, unless you have a new Royalty card to play.

Q. Door Lord says the players have to work together to defeat it. Does that allow me to have more than one helper?
A. No.

Q. Kee Oth's card confuses me. What is the Demon Blood Sword spell?
A. It's the weird text on the Demon Blood Sword card. If no one has that card (or no one is willing to show you the card – remember that cards in play are public and must be shown if asked!) we hope you have a good memory.

Q. I'm fighting the Guardians of Sunshine. What constitutes a "digital device"?
A. This refers to actual stuff, not game cards. A cell phone, a laptop, a smart watch . . . anything of that ilk that a player has on the table when the Guardians enter the fight.

Q. One of my opponents looked for trouble and played The Lich. He was beating it and I tried to use the Cosmic Owl to make it go away. He said that wasn't legal. Who's right?
A. He is. You can't play any cards that would affect the combat. However, if you have an ability that is powered by discards, such as a Thief's backstab, you may do that – discarding isn't the same as playing.

Q. Does Tree Witch's text mean characters or players with long or blond hair?
A. Players.

Q. Does the Everything Burrito count as a baked good for Tree Trunks?
A. There are definitely baked goods visible in the art, so we're comfortable in saying "yes."

Q. I was dealt Spot the Snail. It doesn't really seem fair that I have to play it before anyone else puts out cards. How should we play that?
A. Play it immediately – but if you see that you have a playable card with a snail on it, you may play that at the same time to claim the level.

Q. Which cards are "something sweet" for The Baker's Shard?
A. None of them; cards are generally tasteless. (Some games more than others.) The Baker's Shard refers to an actual sweet item on the actual table.

Q. I'm Royalty and I am using the Universal Translator Device. Do I get an extra +2 for each of my Allies?
A. You sure do. Mathematical!

Q. Are Wish Orbs the same as Wishing Rings in other sets?
A. Yes. Anything that acts like one will substitute for any of the others.

Q. The rules say I can only be in one Dungeon at a time. Is that still true if I blend this with another set?
A. If you are mixing this set with another Dungeons set that allows you to be in multiple Dungeons, use those rules instead.

Q. Does Alphanumeric! include enhancers when you count the letters in a monster's name?
A. No. Just the basic monster.

Q. Banana Man protects you from Bad Stuff that costs you Items. Does that include Death?
A. No, just Bad Stuff that specifically says to lose Items.

Q. Frog on a Mushroom says you have to say the password to Lumpy Space. What is it?
A. See the Lumpy Space Dungeon card.

Q. The Eyeball Flail gives you an extra bonus if you are wearing glasses. Do the Glasses of Nerdicon count?
A. The intent was you the player, but sure, those totally count too.

Q. I was dealt Princess Potluck in my starting hand. Do I have to play it literally immediately, or wait until everyone sets up their character cards?
A. Yes, you must play it immediately. Anyone who wants to be female and hasn't yet played a character card may choose to play the female side up. (The same is true in reverse for Throw a Manlorette Party, of course.)

Q. We just entered the City of Thieves. What happens to the Items we steal?
A. They stay in play. You may equip or unequip them, if needed, unless you are currently in combat, in which case they have the same state they had for the player to your left. (See Important Note #2.)

Q. What is that funky symbol at the end of the Lumpy Space card?
A. The number 9. It's definitely hard to read.

Q. Each open Seal adds +1 to the monster side in a combat, right?
A. Wrong. Each open Seal adds +1 to each monster in a combat.

Q. The Escape Rocket confuses me. It says to play after a failed Run Away roll to escape all the Bad Stuff from the combat, but what if I've already taken some Bad Stuff?
A. The card should say to escape all the Bad Stuff from a single monster, not an entire combat. This is an official erratum, fixed in more recent printings.

Q. I played Destroy the Guardian, which said "Go Up a Level AND Open a Seal," and it was the third level I gained that turn, so I was able to Close a Seal as well. Do I Open or Close the Seal first?
A. Opening the Seal is simultaneous with gaining the level, so it comes first. Then the universe notices that you have gained three levels and Closes the Seal you just opened. Unless it is the Seventh Seal, of course, in which case you ended the game. Good job!

Q. I Closed a Seal and the next Seal under it was DOOM!!!, which has no Continuing Effect to bring back. What happens?
A. For a brief, merciful time, there is no Continuing Effect in play.

Q. What bonuses is the Cell Phone talking about?
A. If you're using the official Munchkin Level Counter app, you cannot use your Boon against the Cell Phone. If you have some other bonus on your mobile phone – for instance, if we tweet out a rule – you can't use that, either.

Q. The Feral Poodles' Bad Stuff seems really harsh, especially right at the start of the game. Is there really no way to get rid of them?
A. If a player successfully Runs Away from the Feral Poodles at any point, they are discarded.

Q. I don't understand the Kid's Slingshot ability. Why would I want to help someone else win a combat?
A. Because you can solicit a bribe in return for your assistance. "Give me that Item I want," "give me my choice of one Item from the Treasure rewards," "help me for free next time I ask," and "go buy me that super-expensive fizzy drink I like" are all valid bribes. We're sure you can think of others.

Q. I'm a Kid and I used my Slingshot ability. That player now wants me to join him in the combat. What happens to the +5 bonus?
A. It goes away.

Q. I'm a Kid and have the Double-Barreled Slingshot. Can I Slingshot once and hold the second one in reserve (and hope for a second bribe)?
A. Absolutely. That's why it says you may use the Slingshot twice, not that your Slingshot counts double. Happy bribery!

Q. I'm not a Kid and I have Cheated the Double-Barreled Slingshot. Do I get to use the Slingshot ability as well?
A. No. Only Kids can Slingshot.

Q. Does Martial Law Declared affect only me or everyone in the game?
A. Everyone in the game.

Q. I'm Militia. Can I cancel Disasters that befall other players, if I want?
A. Yes.

Q. I'm Militia with the Arm-y Boots and two 1 Hand weapons. Can I treat them both as 2 Hands for the bonus?
A. Not unless you get a fourth Hand somehow.

Q. If I keep the National Gourd as Headgear, does it count as an Item?
A. Since the card says it has no value, in those words, yes, it's an Item.

Q. May I play Paranoid on an unwilling player?
A. Yes. Guess he's right to be paranoid!

Q. For the Bad Stuff on Rogue Office Supplies, how do you handle Item Enhancers?
A. Item Enhancers specifically change the name of the Item, so you alphabetize by the most recently applied Enhancer that goes in front of the Item name. If you aren't sure, go by the one earliest in the alphabet (that'll teach you to be more organized!).

Q. Some of us had already dealt with a new Seal's main effect when my opponent played Safety Dance. Do we get to roll back the stuff we had already done?
A. Once someone completes the main effect of the current Seal, it is too late for anyone to play Safety Dance.

Q. Can you clarify the timing on the Scientist's Atomic Transmutation ability? Technically, the entire turn is before the Charity phase, right? What if I don't have to give Charity?
A. You always have a Charity phase, even if that just consists of counting your cards and saying you don't owe Charity this turn. You must use Atomic Transmutation immediately before the Charity phase, not at any time prior to Charity.

Q. If I'm not a Scientist, can I use Cheat! to use the Cold Virus?
A. Sure, if you really want to, but you lose the Cheat! card when you discard the Cold Virus.

Q. I played La La La, I Can't Hear You to get out of a Disaster. One of my opponents is Militia. Can he cancel the Disaster on himself?
A. Yes. And someone with the Disaster-Proof Tent may ignore the Disaster entirely.

Q. After I play La La La, whom does the Disaster hit first?
A. If it matters and they can't work things out nicely, have the players roll the die; high roller is hit first.

Q. We have the Beer Shortage Seal open. I have Super Munchkin with Militia and no other Class. Is the Continuing Effect of this Seal a disadvantage that my Super Militia character can ignore?
A. No; the use of "Super Militia" on the card supersedes the text on Super Munchkin. (And similarly for the other Seals with this Continuing Effect for the other Classes.) However, you can ignore the main effect and not lose a level.

Q. I died and we opened the It Was Just Lying There, Honest! Seal. Do I get to draw a Treasure?
A. No. Dead characters can't draw Treasure.

Q. We're fighting Apocalypse Mao and are arguing about what constitutes a single bit of printed material. If we're grognards who still read the newspaper, does each section count separately? What about an ebook? What about the rules for this game?
A. A newspaper counts as a single printed item, no matter how many sections is has. Ebooks are not printed materials unless you print them, in which case they aren't ebooks anymore, just books. Yes, rulesheets for games count. And if you print this FAQ, it counts, too. Heh heh heh.

Q. When can the Daredevil use the Adrenaline Junkie ability?
A. When the Daredevil may Look For Trouble: after Kicking Open The Door and not finding a monster.

Q. If a Daredevil has bonuses or penalties to Running Away, do those also apply to the Daring Escape?
A. Yes.

Q. For Disaster! Disemvoweled, do we count the vowels in Item Enhancers as part of the Item's name?
A. Yes.

Q. The Queen of England says she "grants you a Power." Where does that Power come from?
A. It can come from your hand or the discards, as long as it doesn't duplicate a Power you already have in play. Discard the Power (and the Queen of England) at the end of your turn.

Q. Are Unicorn Horns the same as Wishing Rings in other sets?
A. Yes. Anything that acts like one will substitute for any of the others.

Q. The Rank 1 Power Percontation can only be used in an empty room. What's an empty room?
A. If there is no monster to be found when you kick down the door, the room is empty.

Q. I'm using Dominion and forcing a player to help me kill a monster. But he played a +5 enhancer on the monster. Can he do that?
A. Yes. Dominion just means he has to join the combat helping you (i.e., adding his combat strength to yours). It does not prevent him from using cards and abilities to sabotage the combat.

Q. Can I use Transmogrification to bring an Item in play back into my hand before it's destroyed by a Curse?
A. No. As soon as the Curse is revealed, the Item is destroyed. Transmogrification cannot retroactively prevent this.

Q. Form of Mist lets me automatically Run Away without rolling, but I have to discard two cards to use the power. If I'm facing two monsters do I discard two cards or four cards?
A. Because you have to Run Away from multiple monsters individually, you would either have to discard four cards (two for each) or discard two cards and roll to Run Away from the other monster.

Q. I kick down the door and am fighting The Evil. It states that I lose a level just for facing it, but it gives me 2 levels for defeating it. So really, I'm just going up one level from where I was before fight it?
A. Yes. But you pay the level up front, which will affect your combat strength. And that assumes you can kill it . . .

Q. Do Ships count as Vehicles or Steeds?
A. Ships are not Vehicles or Steeds. But Vehicles and Steeds are interchangeable. Confused? Good. See Important Note #5.

Q. How do/when can I use the Pirate's Buried Treasure ability?
A. The Pirate's Buried Treasure ability is meant to be used when you have not faced a monster. So, if you're a Pirate, and on your turn, you did not face a Monster when you Opened A Door and you didn't Look For Trouble, when you go to the Loot The Room phase, you now have the option to take a face-down or face-up Treasure card.

Q. I'm using the optional Listening at the Door rule. How does this affect the Pirate?
A. The Pirate still has a choice of taking a face-down or face-up Treasure when Looting The Room. Yes, this means the Pirate is slightly weaker. This doesn't seem to be much of a problem.

Q. I'm a Level 1 Pirate. Can I still trade a level for a treasure?
A. No. You have no levels to trade. A Level 1 munchkin cannot lose any levels, even voluntarily to pay for an ability.

Q. I'm a Level 9 Munchkin with the French Accent. If I'm in battle, can I use Charm ze Rival to make someone help me and just ignore the level up?
A. You cannot ignore the level(s) earned in combat and you cannot force someone to help you win the game.

Q. What happens if I'm Level 7 and using Charm ze Rival, and someone wanders in a monster that would make me win the game?
A. The munchkin you charmed leaves the combat without penalty. You're on your own.

Q. I have Charmed my Rival, but she then used the Sextant to change her sex to male. Is she now removed from combat since she is no longer the opposite sex?
A. No. You've already charmed her. Him. Whatever. Anyway, the Sextant cannot retroactively change events. She is now a he and still helping in your combat (at a -5, however).

Q. Can Navel Gunnery double the bonus of a Monster Enhancer since it's used only once?
A. Navel Gunnery doubles cards that include the specific phrase "usable once only." That phrase isn't on Monster Enhancer cards, so they are not eligible to be doubled by Navel Gunnery.

Q. Fearsome Tattoos cannot be worn under armor, but Three Years of Dirt can be worn under other armor. Can I just wear the dirt under the tattoos?
A. If you're wearing dirt UNDER your tattoos, please stop playing the game and see a doctor immediately, because that's very bad. (In other words, no.)

Q. My favorite Munchkin Booty Accent is British. I've seen that Munchkin Impossible also has a British card. Are these the same?
A. They are not the same, but monsters and Items can't tell the difference. (And, yes, if you mix the two games, you can be a British Loyalist with a British Accent.)

Q. One of the Dutch Accent's abilities says to draw the top Treasure card. Can I draw from the discards?
A. Only take a card from the discards when the card specifically states you can. Otherwise, draw from the appropriate deck.

Q. The Jollyboat says that I can have no Big items other than the Jollyboat itself. Does this mean that even if I was Navy I couldn't have another Ship?
A. Yes. Ships are Big items. The Jollyboat does not allow you to have any other Big items. (Unless you Cheat! them, of course.)

Q. Do I have to play Ship Enhancers on a ship? They have Gold Piece values, so shouldn't I be able to treat them like other items?
A. You can sell them for levels or use Cheat! to play them on their own, but otherwise, they must be played on a ship.

Q. Sir Francis Drake will not fight anyone who has a British Accent. If I'm in combat, and someone helps me who is British, does he still leave? What if there are other monsters?
A. Sir Francis Drake will leave the combat as soon as any munchkin in it has a British accent. However, you will not be able to claim the treasure he leaves behind until any other monsters have been properly defeated.

Q. A munchkin has encountered a Shark. How many Sharks can I play from my hand? What if my whole hand is Sharks?
A. You can play any or all of the Sharks in your hand.

Q. Can I use the the Explorer ability Resourcefulness to take an item back into my hand and avoid losing it to a curse?
A. Resourcefulness cannot let you take an item back into your hand to avoid a Curse.

Q. The Giant Octopus says it will ignore me if I have more than two hands. Would cheating an Item qualify as having a third hand?
A. No. The Octopus looks for actual hands. When you Cheat an item you are using it regardless of its hand requirements, not growing an additional hand.

Q. The Space Ship confuses me. Exactly what do you get when you equip it?
A. Instead of taking up a Ship slot, it gives you an extra one, meaning with the Space Ship, you can have two more Ships. It's a good card.

Q. Does the Jungle Dragon text mean that all one-shot Items played to help it are a flat +2?
A. The intent is that one-shot Items played to help the Jungle Dragon get an additional +2. The wording could be clearer.

Q. I'm wearing the Mask of Acheron and I have a hand full of monsters. Can I discard a bunch of cards to bring all the monsters into the fight?
A. No. The Mask of Acheron can be used once per combat.

Q. Please clarify this text on The Dweller: "Any Item that gives a combat bonus to players can be used to help the Dweller. It has LOTS of hands!"
A. If you have an Item card, in play or in your hand, that gives a combat bonus and you want to play it on The Dweller, you can do so. The card is discarded when The Dweller is.

Q. All the other other players in game are already Cultists. If I play a card to make myself a Cultist, the game should immediately end. Can another player use O R'lyeh? to cancel the card/my cultism/the end of the game?
A. Very few cards in Munchkin actually cancel the effects of another card, as though it never happened . . . but O R'lyeh is one of them. In this case, the game did not end, because you never became a Cultist.

Q. I have the Cult Membership card. When am I a cult member? How often can I change it?
A. You can change it at will, whenever you wish, for whatever purposes you wish (and no others). For instance, you can count as a cult member for purposes of gaining +2 bonuses in combat, while not counting as a cult member so you do not give the only other non-Cultist a level. If this is confusing, you should probably avoid reading any eldritch tomes you might encounter.

Q. All the other players are Cultists. I have the Cult Membership card. If I'm the highest-Level player, can I now count as a Cultist for the purpose of ending (and winning) the game?
A. Yes. Iä Iä!

Q. Someone has played Curse! Weapon Becomes Evil on me, cursing a Class-specific item. If I stop being that Class, can I unequip the item and stop being affected by the curse?
A. No. For all practical purposes, once Weapon Becomes Evil was played, the Item stopped being an Item and instead became a persistent negative effect that is just hanging out with you. Therefore, it was already unequipped. But, equipped or not, it's a penalty that will affect you until the Curse is removed.

Q. If I play a Mutation or an Illusion on a Munchkin suffering from Paranoia, does that count as just one card having been played (the Mutation/Illusion) or two cards (the Mutation/Illusion and the new Monster).
A. Any card that requires you to play another card with it (like Wandering Monster) counts as two cards, not one. This would include cards like Illusion and Mutation.

Q. My opponent is Level 9 and has the Churninator. He just fought a Level 1 monster and said the Churninator gave him an automatic win in the combat, so we lost the game. That doesn't seem fair!
A. We agree. The Churninator has official errata: Add "unless this would give you the winning level" at the end of the first sentence. He might still win, but he's going to have to work for it.

Q. If I'm Schizophrenic, can I switch out an equipped weapon that works only with Class A for a weapon that only works with Class B if Schizophrenic makes me Class B?
A. No. Schizophrenia only triggers once you are in combat. You cannot switch Items in combat. Additionally, any Items that give the first Class a bonus will not work in combat because you are not that Class.

Q. If a monster is killed by Bovine Intervention and it was the only monster in combat, does the munchkin still get the treasures?
A. Yes. Because all remaining monsters (i.e., none) were defeated, the munchkin gets the treasure for the single monster he beat.

Q. I've been affected by Bibliophobia. The card says I cannot use any card with the words "book" or "-icon" in the the name. Does that mean the card Necronookiecon is exempt from that?
A. By designer's intent, Bibliophobia does include Necronookiecon. We respect your try, however!

Q. The rules say that when you play a Portal card from your hand or kick down the Door to find a Portal, you draw a replacement card. What happens if I discard a Portal to power an ability or fulfill the effects of Bad Stuff or curses?
A. Because the Portal card was never in play and never took effect, you would not draw a replacement card.

Q. Den of the Dholes sucks! Is it really as much of a game-killer as it seems?
A. Only if you leave it in play. Remember that anyone can discard a Dungeon and draw a new one on their turn by discarding four cards from their hand.

Q. In the Tunnel of Tsathoggua, can I Look For Trouble and fight just the Obscene Toad Thing?
A. No. Obscene Toad Things are desperately shy and will not appear in combat unless there is another monster to share the spotlight.

Q. What was this?
A. It was a 56-card pack that was sold a few years ago. It had 17 cards taken from the original Munchkin Cthulhu game, repurposed as a quick demo set, and a bunch of copies of eight promos that were designed to be given to people who tried out the demo. About half of those promos have since been reprinted in other places.

Q. That sounds cool! Is this coming back?
A. Probably not.

Q. Boo. What about the promos that haven't returned?
A. A couple of them might come back, but several of them didn't really feel like Munchkin, so we will let them continue to sleep under the ocean.

Q. The rules say that "any card that gives a combat bonus to monsters can be played to add a bonus to a Mook." Does this mean if I play a +10 Monster Enhancer on a Mook and am Level 1, my Combat Strength is 13?
A. Yes: your Level (1), +2 bonus on the Mook, +10 for the Monster Enhancer.

Q. I'm a Monk with two Styles and a third style thanks to Extra Style. If something makes me lose a Style, can I lose the one granted by the Monk?
A. If the Extra Style card is connected to a Style and you are made to lose a Style, the Extra Style card says that's the Style you would lose. Also, you can play Extra Style without a Style to go with it.

Q. About that Extra Style card. It's like Super Munchkin, right?
A. Yes and no. Extra Style lets you have an extra style card, but – unlike Super Munchkin – when you lose that extra Style, you do not have a chance to replace it and keep the Extra Style card. If you lose the Style, the card goes with it.

Q. My opponent has the Death-Touch Style Enhancement and was Level 9, fighting a single monster. He added a second monster to the fight and said that Death-Touch meant he automatically killed one of them, so he would win the game even if he had to Run Away. Is that right?
A. No. Death-Touch has official errata: At the end of this card, add "You do not get any rewards for that monster unless you defeat all remaining monsters."

Q. All Gaki cards say that "anyone may play any card to help a Gaki. Any card that does not normally help monsters is worth +2." When you say any card, what do you mean?
A. We mean any card. Items, Styles, Classes, monster cards. As long as they don't already provide a monster enhancement bonus, they can be discarded to give +2 to a Gaki for each card.

Q. Is there a limit to the number of Style Enhancements I can have?
A. Unless another card stops you or conflicts with them, no. Your Style can be as enhanced as you want it to be.

Q. I'm a Ninja. I use the Class ability and discard two cards to roll a die as a bonus to my attack. If for some reason I lose my Class after discarding the two cards, do I still get to roll?
A. Once you discard the two cards, you have paid the cost for the ability and get to roll. You would not lose your Class until after you rolled for (and received) the bonus.

Q. The Style Gaki card text says "It eats your combat bonus skills! Style bonuses are useless against this Gaki." If my Style has an effect instead of a bonus, can I still use that effect?
A. Yes. The key word is "bonus." The Gaki only stops the bonus from being used against it.

Q. Do I understand this right? Bad Feng Shui lets me switch any card that I have in play with any card that anyone else has in play as long as the cards are legal in their new positions. This means I can switch a weapon for a weapon or a Class for a Class, right?
A. Yes. But Bad Feng Shui also lets you switch non-equivalent cards (e.g., an Item for a Class). The only requirement is that after the switch everyone's sides are still legal as they stand at that moment. For example, you cannot give someone an equipped Item they cannot use, and you can't change the item's status (trading an equipped item for an unequipped one). You also cannot use it to swap a card that is attached to another card (like a single Class being used with Super Munchkin or a Cheated item) unless you are swapping them for the exact same type (a Class card for a Class card, say). Basically, if you have to say "Well, it would be legal if . . ." then it's not a legal swap with BFS.

Q. My version of Monky Business does not have the set icon on the cards, but my friend's does. Is this a problem? Also, are there any other differences between my cards and his cards?
A. There is absolutely no difference between your cards and your friend's. Due to a printing mistake (or possibly ninja interference), the first two printings of Monky Business are missing the set icon. The third and later printings do have it.

Q. Indians gain a bonus for items with the word "Bow" in the name. Does this include the Bowler Hat?
A. Yes. As long as the word "Bow" appears anywhere in the name of the card, an Indian gains that bonus.

Q. How does the Indian Tracking ability work? Can I fight the Monster I pick up on my next turn?
A. Instead of kicking down a door, you have the option of discarding one card from your hand to take a Monster off the top of the Door discard pile. If there isn't a Monster there, you can't use this ability, and you can't take a Monster later in your turn and fight it later. We (and the other players) have no way to ensure you'll fight it on your next turn, or that you won't lose the card to a Curse, or decide to send it to another player's combat with a Wandering Monster card, or decide that you'd rather fight a different Monster from your hand or take your chances by kicking down a door.

Q. If I choose to keep the Ranch Hand as a sidekick and not kill him, do I still gain the three treasures?
A. Yes; you only forfeit the level.

Q. Trap! Dead Man's Hand says it can only be cancelled with a card in play. But Medicine Show (which you play from your hand) says it can cancel any drawn or just played card. So can I use a Medicine Show to avoid the Dead Man's Hand?
A. No. Normally, Medicine Show would cancel another card as though it had never been played – but Dead Man's Hand is specific that you cannot play a card from your hand to stop it, and in this case that restriction prevents you from using Medicine Show.

Q. The Cattywampus confuses me. How can I kill it?
A. You must make your combat strength equal to or lower than his. One way to do this is to add more monsters, since (as with all monster special abilities . . . and this is more special than most) this applies to the entire monster side in combat. (See Important Note #4.)

Q. The Cavalry card says that each Steed I have is +2. Does that means I can have more than one?
A. Only the same ways everyone else can, by using a Cheat! card or specific text on another card. But if you do get more than one Steed, each one gets the bonus.

Q. My favorite Munchkin Impossible Loyalty is the British. I've seen that Munchkin Booty also has a British card. Are these the same?
A. They are not the same, but monsters and Items can't tell the difference. (And, yes, if you mix the two, you can be a British Loyalist with a British Accent.)

Q. Speaking of the British, the card says that even when he doesn't have a Class, he counts as having the Playboy Class. Does this mean I can use the abilities of the Class? And that monsters react to me as if I was a Playboy?
A. Starting with the third printing of Munckhin Impossible, this wording has changed to indicate that you are treated as a Playboy for the purpose of any card effects, but you do not actually have the Playboy class. This is official errata for the first two printings.

Q. Can I play a Super Munchkin with my British Loyalty's Playboy ability?
A. No. You do not have the Playboy Class; you just get to pretend to be one as far as Items and monsters are concerned.

Q. I'm a British Munchkin without a Class, so I count as a Playboy. If I have Really Secret Agent in play, does this also remove any disadvantages of being a Playboy?
A. No. Really Secret Agent negates the disadvantages of Loyalties, not Classes. In any event, you do not have the Playboy Class just by being British; you just look like one.

Q. The Extra Training card is like Super Munchkin, right?
A. Yes and no. Extra Training lets you have another training card, but – unlike Super Munchkin – when you lose that extra training, you do not have a chance to replace it and keep the Extra Training card. You lose the training and the card goes with it. Also, you can play Extra Training without a Training to go with it.

Q. Spy Fly can only be harmed by Guns, not even your Level. If someone plays him as a Wandering Monster, does this mean I can only use Guns for the entire combat?
A. Yes. Monsters fight as a group, and abilities like Spy Fly's are shared among the group. If something removes the Spy Fly from combat, you can use weapons, your Level, and any other bonuses on the remaining monsters.

Q. The Tourist's Sorry, I'm Lost ability lets a munchkin avoid fighting a just-discovered monster. Could this be used at any time in the combat? If another player Wanders in another monster, could the Tourist use the ability and negate the combat?
A. The Tourist has to decide before anything else happens, including before anyone plays Monster Enhancements or Wandering Monsters. If another monster is Wandered in, then the Tourist would be in combat and unable to use that ability.

Q. Can I use Diplomatic Immunity to leave a combat even if I was forced to assist someone else?
A. Yes. Diplomatic Immunity does not care how you ended up in the combat, it just wants to help get you out of it.

Q. James Bomb says to fight him with only my Level and not my Items. Can I use non-Item bonuses in the combat, such as those given from trainings?
A. That sentence should read "Level only, no items or other bonuses." So, no, your non-Item bonuses would not count. (This is official errata.)

Q. If I'm mixing sets, are Steeds and Vehicles the same thing?
A. For purposes of mixing your Munchkins, yes. Steeds are Vehicles. Vehicles are Steeds. Cards that affect one, affect the other. However, Ships are neither one, even in a blended game. If you are mashing up Impossible with a game that includes items, count Vehicles as Big. (See Important Note #5.)

Q. What is this?
A. It's a core fantasy-themed Munchkin game based on ancient and modern myths and legends, everything from the Trojan War to Slenderman.

Q. It looks just like original Munchkin! What gives?
A. Because myths are so closely tied to the fantasy genre, we decided to use the original Munchkin color scheme, Races, and Classes. (In the base game, anyway. The expansions introduce new ones.) Munchkin Legends is perfectly playable on its own, or you can combine it with the original Munchkin or some other Munchkin game if you want.

Q. I'm a Faun. Can I use my Wild Luck ability to change a roll of 1 to 0 or a roll of 6 to 7?
A. Yup! If something refers to the regular 1 to 6 range for a die roll, treat anything 0 or less as 1 and anything 7 or higher as 6.

Q. How many times can I use Wild Luck per roll?
A. Once.

Q. Can the extra level from Return to the Underworld be the winning level?
A. No. It's not a direct reward for killing a monster. (See Important Note #1.)

Q. J.R.R. Trollkin gets +10 against Epic munchkins, but the Epic Munchkin rules aren't supported anymore. How should we handle this?
A. Change his ability to say "+10 if this combat is for the win." This is official errata.

Q. How do you use the S.H.I.E.L.D. Agent cards?
A. Pick one and put it in front of you. You are that agent for this game. All of them have male and female versions; choose the one you want. Each character has a minor game ability that is always in effect.

Q. Are Affiliations the same as Classes?
A. Affiliations are their own thing. In a mashup game, you may have a Class and an Affiliation. (See Important Note #5.)

Q. If I successfully use Heightened Senses to cancel a Trap, do I kick open another door?
A. No. Look for Trouble or Loot the Room normally.

Q. Does Invulnerability make me immune to all Traps?
A. Only Traps that cause you to lose levels.

Q. I wandered Klaw into a combat where Vibranium had already been played to give the munchkins a bonus. Does that count as "in play" for Klaw's ability?
A. No. It needs to be in play in front of a player.

Q. Black Panther gets +3 if you have Vibranium in play. Vibranium is worth +3 as a one-shot. Doesn't this just make it permanent?
A. Not entirely. As long as you have Vibranium in play, Black Panther is worth an extra +3, but you can still play Vibranium to help the monsters instead, or become affiliated with the Avengers and play it for a one-time +6. There may be other reasons you would want to play the card, even though you would lose Black Panther's extra bonus.

Q. The Life-Model Decoy says it doubles your current combat value. What happens if my combat strength changes after I play the LMD?
A. The LMD doubles whatever your combat strength is at that time. If your strength changes, so does the LMD's. Trying to play it any other way is a bookkeeping hassle.

Q. What does the Mandarin's Rings ability mean?
A. Put your cards down. Look at your hands. Count the rings on those hands. If you get to 10, stop. The number you reach, plus two, is the combat bonus the Mandarin's Rings have.

Q. The rules say I can only be in one Dungeon at a time. Is that still true if I blend this with another set?
A. If you are mixing this set with another Dungeons set that allows you to be in multiple Dungeons, use those rules instead.

Q. The rules say I can only be in one Dungeon at a time. Is that still true if I blend this with another set?
A. If you are mixing this set with another Dungeons set that allows you to be in multiple Dungeons, use those rules instead.

Q. Are Citizenships the same as Races?
A. Citizenships are their own thing. In a mashup game, you may have a Race and a Citizenship. (See Important Note #5.)

Q. Are Rides like Steeds?
A. No, they are similar to Allies. In a mashup game, treat them the same. (We admit, the name is confusing.) See Important Note #5.

Q. I'm a Citizen of Christmas Town and I agreed to let my helper have all the Treasure for the extra level. Then she added another monster that would have made the combat for the win if the extra level had counted, so I lost that level. Am I still stuck giving her all the Treasure even though I can't get the extra level anymore?
A. Yes. Fantastic munchkinly move on your helper's part! Make sure she suffers for it.

Q. I'm a Citizen of Easter Town. If I successfully Run Away from a monster immediately and find another monster when I open the next Door, may I try to Run Away from it as well?
A. No. One attempt per turn.

Q. Does the Halloween Town "Frightful" ability apply only during your own combat, or during any combat?
A. Any combat.

Q. For the Halloween Town Quartet, what if I can't sing?
A. Do your best. You don't have to be pitch-perfect or even in tune to apply the penalty to the Quartet.

Q. Is Making Christmas a Curse? I don't want to give up my stuff!
A. Unfortunately (for you), no. You have to give away something. It can be the thing you just got from the player on your right, if it's not as good as the Items you already have.

Q. I love the Munchkins, Quadlings, Winkies, and Gillikins! Any chance they'll show up as playable Munchkin Oz Races?
A. Probably not, for two reasons: (1) Baum didn't actually do a lot of description of any of them, so making up abilities for them as Races would be adding to his work, and we don't feel qualified to do that. (2) Distinguishing between Munchkin (the Race) and munchkin (the generic term for anyone playing any variety of Munchkin), seems like it would be asking for trouble.

Q. This set doesn't have an icon? How come?
A. We went with a different color scheme for the cards instead of an icon because we couldn't come up with one we liked that wasn't in the way on a couple of the longer cards. Munchkin Oz 2 – Yellow Brick Raid does have an icon (a yellow brick, naturally) and uses this color scheme, too.

Q. How do you pronounce "Pyrzqxgl"?
A. Very carefully.

Q. Are Wishing Pills the same as Wishing Rings in other sets?
A. Yes. Anything that acts like one will substitute for any of the others.

Q. Why is the Nome King the Level 20 monster instead of the Wicked Witch of the West?
A. If you read Baum's novels, you will see that the Nome King is a recurring menace, while the Wicked Witch melts into the background after one book.

Q. I had to suffer Tititi-Hoochoo's Bad Stuff. While I was away from the table, my opponents all Cursed me and I lost a bunch of stuff! Is that cool?
A. Not only is it uncool, it's very much not in the spirit of the card. Consider the Bad Stuff as meaning your character is gone for a while and cannot be affected by anything at the table.

Q. Can someone loot Toto from my corpse if I die?
A. No. You cannot lose Toto for any reason.

Q. I suffered the Bad Stuff of the Wicked Witch of the West, and it said I had to discard Toto. But you just said . . .
A. OK, you can't lose Toto for any reason except that one.

Q. Is the Gump a Steed? It isn't labeled as one.
A. Yes, if you have those rules; otherwise, do what the card says. This is official errata.

Q. I don't understand the Hellknight's ability. Can you explain it?
A. The Hellknight Faction comes with a +5 Armor/Headgear combo (that's why it says +5 Bonus at the top of the card). As long as you are a Hellknight, you have that armor; it goes with the Faction if you lose it. It's part of the Hellknight. (And it's not an Item, so you can't Cheat! the Hellknight card.) You cannot have other Armor or Headgear equipped while you are a Hellknight, regardless of what the Armor or Headgear cards might say, unless you use Cheat! on the other Armor or Headgear.

Q. Is Lamashtu as nasty as it seems? Everyone can add monsters?
A. Yep. She is a goddess, and a very evil one.

Q. I'm mixing this set with the Dragons and Dragon's Trike mini-expansions. Does the Linnorm count as a Dragon?
A. We didn't mark it as one, because the first printing of Munchkin Pathfinder was before we had Dragon rules, but we certainly don't object if you want to make it a Dragon.

Q. Can the Necromancer use the Reanimation ability if there isn't a monster on top of the discard pile?
A. Yes. It's the top monster in the discards, not only if a monster is literally on top of the discards.

Q. Does a Necromancer draw a face-down Door for helping to kill an Undead monster?
A. Yes.

Q. How does the Pathfinder work when we use the Listening at the Door rule?
A. Draw the face-down card for listening first, then proceed with the Pathfinder ability.

Q. I'm playing a Summoner. Can I use monster enhancers on my eidolon?
A. No.

Q. Can the Summoner use the Summoning ability if there isn't a monster on top of the discard pile?
A. Yes. It's the top monster in the discards, not only if a monster is literally on top of the discards.

Q. Can I use a Wishing Ring to cancel a Witch's hex?
A. Yes. It's a Curse. Any other Curse-related abilities (such as the Sandals of Quick Reaction) will also work on the hex.

Q. If I play the Doppleganger with the Tripelgangers, what happens?
A. Figure out the bonus for the Tripelgangers (twice your Level). Include that bonus when you figure out your Doppleganger. This isn't the same case as two Dopplegangers because the Tripelgangers are limited in what they duplicate.

Q. Are Complex items the same as Big items?
A. No. You may have as many Complex items in play as you want, but you may only equip one of them unless you are Gadgeteer or use a Cheat!.

Q. Do Mutants have to choose between having three hands and two heads?
A. They can go back and forth between those abilities (or having two sets of feet), but they can't use them both at once.

Q. The Mutant has an ability to discard cards to get new ones, but that can't be done during a combat. Does that mean a Mutant can't do that when anyone is combat, or just him?
A. Just him.

Q. What, exactly, does the Cyborg's "Level 2" ability mean?
A. If you start the game as a Cyborg, you start out at Level 2. If you are at Level 1 and become a Cyborg, you jump to Level 2. A Cyborg character can never go below Level 2, in the same way that normal characters can't go below Level 1. However, if you stop being a Cyborg, you do not lose a level, and if you become a Cyborg when you are already Level 2 or higher, there is no effect.

Q. I'm not a Gadgeteer. What are my limitations on Complex Items?
A. You can carry as many as you can play, but you can only equip one at a time. The others should be turned sideways, like any other item that you can't use (for instance, something for a Race other than your current one). This is different from Big items in every other set, where you can only carry one Big item.

Q. I'm a Psychic. I ask another munchkin for help. They say no. Do I still get a +2 combat bonus for fighting alone, even though I asked for help?
A. Of course you do. In the combat, you are still alone and that's all that matters for the ability.

Q. Does a Psychic still get his +2 "fighting alone" combat bonus if he has a Sidekick?
A. Yes. Sidekicks are okay. A Doppleganger, in a game mixed with Munchkin, is OK. And if another player throws a grenade or something to hurt the monster and assist you, you don't lose your bonus. It's only when another player joins the combat as your helper that you lose your bonus.

Q. How does the Feline's curiosity work?
A. If the Feline opens the door and DOESN'T find a monster, the Feline has three choices: look for trouble, loot the room, or open a second door. If the Feline opens a second door, treat this like opening a door at the start of a normal turn for a non-Feline character; i.e., if there isn't a monster behind the second door, the Feline may look for trouble or loot the room.

Q. If a Feline uses its curiosity power, what happens to the first card?
A. If it's a Trap, it goes off. If it's something else, the Feline may play it or put it in its hand, as it sees fit.

Q. Are there any limits on when you can remove individual -aser cards? In particular, if you have a great big -aser weapon, can someone Antimatter the whole thing?
A. No, you can unequip, sell, or discard individual cards any time you need to (subject to the usual discard rules, of course). And, in particular, Antimatter says "one Item." The rules say that each card in the -aser weapon is a separate Item.

Q. Will dying get rid of an Antimatter item?
A. No. The card says "nothing else will get rid of it," and it means it. The card overrules the normal rules for death. You keep this card through death, and it is with you when your new character appears!

Q. What happens if the Foof Gun gets hit by Antimatter? Does it always provide a -6 penalty or is its use still optional?
A. If you have not declared that you are using the Foof Gun, then it has no bonus and is probably not the target of Antimatter in the first place. If you have declared that you are using it, then it has +6 and almost certainly is the target of Antimatter. Antimatter only reverses the bonus and makes it impossible to get rid of the item without a significant cost, but affects nothing else about it. So: an Antimattered Foof Gun is still optional to use. If you choose to use it, the penalty is -6. If you kill the monster anyway, the monster is obliterated, you gain no Level for killing it, but you do get its Treasure. Consequently, if you do not choose to use an Antimattered Foof Gun, there is no penalty.

Q. When do I have to decide whether or not I am using the Foof Gun?
A. By the end of the fight. You don't have to decide until then, and if you decide earlier, you're allowed to change your mind later.

Q. If I am a Bounty Hunter and I just pass by the Astro-Muskrat Space Pirate, do I collect its Treasure? May I loot the room or look for trouble?
A. No, you do not get the Treasure. You encountered a monster, so you may not loot the room or look for trouble.

Q. If there are two players in combat and Great Cthulhu catches them both, do the survivors get two levels?
A. No. Though if Great Cthulhu had a Clone, and each one caught one munchkin, the survivors (which includes everyone else in the party) would each go up two levels.

Q. The Space Probe says you lose two levels even if you escape, and then has "lose two levels" in the Bad Stuff. Is that a total of four levels? Ouch!
A. No, the automatic two levels are the same two from the Bad Stuff. You suffer that piece of the Bad Stuff whether or not you Run Away successfully.

Q. My favorite Star Munchkin Race is the Mutant. I've seen that Super Munchkin also has Mutants. Are these the same?
A. Super Munchkin Mutants and Star Munchkin Mutants have different abilities, so they are not technically the same thing. However, cards that affect Mutants will affect both if you've blended them together. Yes, you may be a Mutant Class (Super Munchkin)/Mutant Race (Star Munchkin).

Q. Stasis Field allows me to either immobilize all player(s) or monster(s) when someone is trying to Run Away. This lets someone either automatically escape or automatically fail. Can I wait till after the die roll?
A. No. Stasis Field specifically says it must be played when they try to Run Away. After the die has been rolled, they have Run or Run not. There is no try.

Q. I'm confused about the Worminator. If I'm a Trader do I have to lose a card? Can I take the level loss instead?
A. Here's the Worminator in a nutshell: If you are Level 1, there's no Bad Stuff, because you can't lose any levels. If you're Level 2 or higher and a Trader you can lose one card or two levels. Any non-Trader Level 2 or higher must lose two levels.

Q. I'm a Space Ranger. I've discarded my hand and now have another munchkin's help in combat. If another munchkin hits me with a Trap that forces me to lose my Class, does the other munchkin back out of combat?
A. No. You've already paid the cost of the ability by discarding your hand.

Q. The Electric Eye states that no one may play cards out of their hand for this fight. Does this mean that I can't play cards to help myself?
A. Correct. No one (including you) may use cards from their hand in this combat.

Q. Are Rooms just like Dungeons from other sets?
A. Not really, no. Rooms are found in the Door deck, instead of having their own deck. A Room affects the current player only, unless he is in a combat with a helper, in which case both players are affected. Also, Rooms don't stay in play. On many turns, you won't see a Room at all.

Q. Are Rooms like Traps? Do they affect me immediately when I flip them over or can I put them in my hand?
A. If you draw the Room face-down, you can take it in your hand and play it on someone when they kick down the door (as long as they don't find a Room themselves). If you pulled the Room face-up, you have to deal with the Room (and any Wandering Monsters that happen by.)

Q. If one munchkin is helping another in a Room, are they both affected by the Room?
A. Yes. The Room affects them both. So, for instance, both munchkins would lose a level in the Alien Bathroom.

Q. Is the Professor (Sidekick) just like the Hireling? Can you "cheat" an Item?
A. Not quite. He lets you ignore Class or Race restrictions for a single Item, but no others; you still have to be able to equip an Item of that type.

Q. Do Ships count as Vehicles or Steeds?
A. Ships are not Vehicles or Steeds. But Vehicles and Steeds are interchangeable. Confused? Good. See Important Note #5.

Q. The Ships are marked as Big items. Is that a typo? Should that be Complex?
A. Nope. Ships are legitimately Big. Among other reasons, this is so they can't be stolen by Thieves.

Q. If the Ambassador's neighbor has an Antimattered Ship, does the Ambassador get the unmodified bonus or the Antimatter version?
A. The Antimatter version.

Q. What happens if I have a Ship when I play the Ambassador card? Do I just turn it sideways?
A. Ships may not be unequipped. You must get rid of the Ship by following the rules given in this expansion (but, basically, treat it like any other Big item).

Q. I don't understand why the Veggie card is worded the way it is. Why not just say "Veggies have effectively infinite Hands"?
A. There are some cards whose effects refer to the number of free Hands a munchkin has. "Infinite Hands" would cause problems with those cards. "Always has two free Hands" is totally unambiguous. Of course, a Trap or Bad Stuff could take away one or both of those free Hands; anything that reduces (or increases) the hand count for any munchkin reduces or increases the free Hands the Veggie has.

Q. What is this?
A. It's a mini-expansion that doubles as a demo set. All of the cards are perfectly legal new Star Munchkin cards, but you can also sort them into a programmed two-player demo to teach the basics of Munchkin to new players.

Q. Can I use the the Explorer ability Resourcefulness to take an item back into my hand and avoid losing it to a curse?
A. Resourcefulness cannot let you take an item back into your hand to avoid a Curse.

Q. We have a lot of trouble determining whether a detail in the art is a gear or just a curlicue. Can you help?
A. Sure. There's a list of Gear cards – two lists, in fact – on p. 6 of the rules.

Q. I suffered the Bad Stuff from the Clocktopus, but no one here has a watch or a clock. What should we do?
A. No one has a smartphone on them? What century are you in? If you truly have no way of keeping time, assume that 15 minutes is once around the table. If it is currently your turn, you may not gain a level until the end of your next turn.

Q. If you're fighting the Crypto-Bolshevik Insurrectionist and you are Level 6, whose Level counts?
A. Both Levels count, since neither of you is higher. Of course, if you go up or, ugh, down a level, then someone's Level doesn't count anymore.

Q. Does Disguise Yourself as a Robot stay in play? That seems excessive . . .
A. No. Gah! Play it to modify a Run Away roll before that roll is made and then discard it after use, as with most Doors that don't already have specialized rules.

Q. If you fail to Run Away from the Flying Skull, does it replace the card you find when you Kick Open The Door next turn?
A. No. It's also there. If you find another monster, you have to fight them together. Good luck!

Q. The Land Leviathan says that only Gear monsters may be played to help it. Does that mean you can play them without a Wandering Monster?
A. No, you still need a Wandering Monster card. It just means that you cannot wander in a non-Gear monster. (And remember, this restriction applies to the entire combat.)

Q. I'm a Mechanic and decided to keep the Loose Screw as an Item. How many Gold Pieces is it worth?
A. None. Loose Screws are a dime a dozen. Look at Congress.

Q. Do you have to discard Oxford Education to use it?
A. No; you can keep it and use it turn after turn if you have enough cards to fuel it. However, unlike many similar cards, you may discard it as one of the three required discards to power itself.

Q. If the Undead rule or a Wandering Monster card is used to add the Revivified Malefactor to a fight, does it replace the existing monster?
A. It does not replace the monster.

Q. If I'm fighting a monster that is immune to fire and flame attacks, can someone play the Ardent Spirits on my side to make my entire attack fire/flame (and therefore moot)?
A. Absolutely! That is evil and we heartily approve. (See Important Note #4.)

Q. What does the text "you don't have to carry him" mean on Bismarck the Wonder Dog?
A. Bismarck does not count against your total of Big items.

Q. Can I play Bituminous Adhesive on a one-shot Item to make the bonus permanent?
A. Nice try, but no. You can play it to prevent anyone else from getting that one-shot Item, but it is still usable once only.

Q. I don't understand the joke on the Pea Coat and the Pith Helmet.
A. Find an 11-year-old boy and ask him.

Q. How do I use the Plans for the Trans-Caucasus Hydro-Electric Scheme?
A. You sell them.

Q. Who is considered the owner of the game (for Superior Doubletalk) if we are playing a store or convention copy?
A. The store or convention, naturally. If one of them contrives to play Superior Doubletalk, they get the higher bonus. (If the store owner plays it, she also gets that bonus, by the Transitive Property of Material Ownership.)

Q. My favorite Super Munchkin Class is the Mutant. I've seen that Star Munchkin also has Mutants. Are these the same?
A. Super Munchkin Mutants and Star Munchkin Mutants have different abilities, so they are not technically the same thing. However, cards that affect Mutants will affect both if you've blended them together.

Q. What happens if Slackerman is added as a Wandering Monster?
A. Oops . . . Yeah, well, what does it say to do on the card? Roll to see if you have to fight Slackerman and if you don't, he and all the other monsters get passed on to the next player, who must roll to see if he has to fight Slackerman and if he doesn't, Slackerman and all the other monsters get passed on to the next player who must roll . . . That just keeps going until someone has to fight the collected horde. Remember, until someone actually rolls a 4, 5 or 6, no one may modify any monster in the horde.

Q. Can I use the Mystic's Reality Control ability more than once, if I don't like the re-roll?
A. As long as you still have cards to burn, yes.

Q. If I am a Level 1 Mystic, can I choose to lose a level (that I don't have to lose) rather than dying?
A. No; you have to be able to lose the level. But if you have a card that makes you immune to level loss for other reasons, you can choose to lose the level and then not lose the level after all.

Q. Why would a Mystic prefer to die rather than lose a level?
A. Perhaps she didn't like the other possible Bad Stuff. Or she wants eight new cards. Or she's Level 9 and doesn't want to risk it.

Q. When I die, what happens to my Origin cards?
A. When you die, you discard all your Origin cards. And at that point, if the total ranks of your Powers exceed your Level, you must discard Powers until your total rank is equal to or less than your Level.

Q. I have the Sidekick: Kid With Same Powers as You. If I have two empty hands and Claws, does he have a +6?
A. Kid With Same Powers as You does not duplicate variable powers. Claws – because the number of empty hands you have changes – counts as a variable power.

Q. I have the Sidekick: Kid With Same Powers as You and I encounter Explodoman. Explodoman disables my powers until the end of the next combat. Does this affect my sidekick?
A. Your Sidekick counts as having the same bonus as the bonus from your Powers. In this case, your bonus is 0. So his bonus is also 0.

Q. Is a Giant Magnet too big too steal?
A. No. It does not say Big on it.

Q. If I use Fluoroscopic Vision to look at another munchkin's hand, can I tell the rest of the table what he's holding?
A. That is your choice. Just remember, knowledge is a resource.

Q. In both Super Munchkin and The Narrow S Cape, there are Sidekicks with Gold Piece values. Can they be stolen (either with a Thief in a mixed Munchkin game or with a Theft Power)?
A. If it has a Gold Piece value and doesn't say "Big," then it can be stolen.

Q. The Brain Class card says "No Foes have special powers or bonuses against the Brain Class!" Does this mean that Monster Enhancers won't work on monsters that I fight?
A. No. This just means that no monster has anything written on them that says "+5 against Brains" or "Will only attack Brain Class." Monster Enhancers may be played as normal. (Better yet, a Brain that has another Class protects from monsters with bonuses against that Class, too!)

Q. If I use my Bond By Talking About Sports power on another munchkin to force him to help me in combat, what happens if I'm cursed with a Sex Change? Does the other munchkin still have to help me?
A. Yes. As with other discard-to-use abilities, the effect happens as soon as you activate it. If something changes after you "pay" the cost, it will not retroactively change the effect that already happened.

Q. How do you use the S.H.I.E.L.D. Agent cards?
A. Pick one and put it in front of you. You are that agent for this game. All of them have male and female versions; choose the one you want. Each character has a minor game ability that is always in effect.

Q. Are Affiliations the same as Classes?
A. Affiliations are their own thing. In a mashup game, you may have a Class and an Affiliation. (See Important Note #5.)

Q. I am an Atomic Zombie with a +2 Item in one Hand (so it counts as +3). If someone plays Curse! Caaaaaaaanes!, can I discard this Item?
A. Because that Item is currently giving you +3, it can be lost to the Caaaaaaaanes.

Q. Can I use a Wishing Ring to cancel the Death Tax?
A. No. It's not a Curse.

Q. I'm suffering the Ninja's Bad Stuff. May I use Wishing Rings to cancel one or both of those Curses?
A. Yes.

Q. If someone wanders the Protester into an existing fight, does she force people to discard their Headgear?
A. No, because the beginning of combat has already passed.

Q. I'm not clear on what the Tough power means. Does this count as a munchkin death for other abilities that refer to it?
A. No one loots your corpse, you aren't barred from receiving cards or leveling up, you do still have to Run Away from any other monsters, and you do have to discard your hand but not your cards in play. On your next turn, draw four Doors and four Treasures just as though you really had died. This isn't a death for other players who ghoulishly hope that you did die, either because they get a benefit from your death or because they're just jerks.

Q. I'm a Voodoo Zombie and we're using the Listening at the Door rule. Can I play a Curse on a player after Listening at the Door and then pick it back up before Kicking Open The Door?
A. No. "At the start of your turn" means before doing anything else.

Q. Can a Voodoo Zombie play a Curse after the player to her right gives Charity and then immediately retrieve that Curse at the start of her turn?
A. No, because as soon as the player to your right finishes their turn by giving Charity, your turn has started.

Q. Can the extra level from killing the Wino with fire/flame be the winning level?
A. It's a direct result of the combat, so yes. (See Important Note #3.)

Q. Does the bonus for having multiple Bowling items apply to all of those items? That seems excessive.
A. That would be excessive, yes, but it's a single extra bonus equal to the number of Bowling items you have (if you have two or more).

Q. The Glowing Talons are usable by Atomic Zombies only, but it specifies they are a fire/flame attack. I thought all Atomic Zombie Hand items were already fire/flame. Why is this specified?
A. In case a non-Atomic Zombie decides to Cheat! the Talons.

Q. I found a version of this expansion in a bigger box. Is it a pirated set or something?
A. Not at all. We produced a large-format version at the request of one of our retail partners. It has the same cards as the tuckbox version and also includes plastic zombie pawns that you can use with a gameboard if you want.

Q. If I play Curse! Caaaaaaaanes! to give the Old Grouch +10, does the Curse take effect?
A. You bet! You're playing it, not discarding it. Make it count!

Q. Can I choose to discard a Power played with Rankest of the Rank?
A. Sure, if you really want to. Nothing can make you lose that Power, but if you choose to lose it, that's different.

Q. How many Items can the Carrion Luggage substitute for?
A. All of them that you are required to lose. Exception: If you die, the Carrion Luggage won't prevent your comrades for looting your body.

Q. The rules say that when you play a Portal card from your hand or kick down the Door to find a Portal, you draw a replacement card. What happens if I discard a Portal to power an ability or fulfill the effects of Bad Stuff or curses?
A. Because the Portal card was never in play and never took effect, you would not draw a replacement card.

Q. I'm a Feline (from Star Munchkin) on the Cruise Ship of the Dead. Can I use both the Dungeon ability and my own Curiosity ability to kick open three doors?
A. You sure can, if you want to!

Q. In the Cube Farm of the Dead, if we have effects that rely on the specific combat strength of one side or the other, whose do we use when we decide both sides are tied?
A. If there's a specific side mentioned on that ability, use that specific side and make the other side match it. Otherwise, assume the monster side is accurate and match the munchkins to it. This will usually lead to less math overall.

Q. What is meant by "all such bonuses" on ResurrectiCon?
A. If a monster has any bonuses at all against a specific Mojo or Power, it gets those bonuses regardless of the actual Mojos and Powers of the munchkins fighting it. And it gets none of the penalties (that part should have been clear, but we've learned not to assume).

Q. If a Solo Zombie fighting alone defeats a monster in some nonlethal fashion, does it draw an extra Treasure?
A. No. Solo Zombies only draw an extra Treasure when they fight alone and kill monsters. (See Important Note #3.)

Q. If I play . . . With Shiva on a monster fighting alongside Ezekiel, does he still get +5?
A. No. Ezekiel's special ability allows you to show . . . With Shiva without playing it. Playing the card negates the special bonus.

Q. How come my buddy's The Whisperers doesn't match mine?
A. USAopoly produced two versions of that card. The rule is the same; only the art is different.

Q. What are the Guest Artist Editions?
A. In 2016 and 2017, to celebrate the 15th anniversary of the original release of Munchkin at Gen Con 2001, we created a set of Deluxe-style Munchkin games illustrated by new artists. The games themselves are the same (apart from being Deluxe sets, which some games had not had before); only the art is different.

Q. Will the Guest Artist Editions stay in print?
A. Nope! Each one is planned as a single, limited print run.

Q. What is the Sketch Edition?
A. It's a set of the original Munchkin game with no art at all, not even on the rules and the box. Show off your own art skills or take cards to conventions and get your favorite artists to illustrate a few cards. Be creative!

Q. Where can I get the Sketch Edition?
A. As of this writing, there are a few copies available at Warehouse 23.

Q. Will there be Epic rules for all sets and expansions?
A. As of May 2018, we have decided to stop supporting the Epic Munchkin rules actively. The rules that exist are still legal if you want to use them, but we won't be writing more of them and we are explicitly disallowing them for official tournament play.

Q. I kicked down my two doors and a Lame Goblin and +10 Monster Enhancer were revealed. If someone were to play Switcheroo and replace the Goblin with the Plutonium Dragon, what would happen to the enhancer? According to Switcheroo it goes back to its player's hand, but it came from the deck.
A. The enhancer would now apply to the Plutonium Dragon.

Q. If I'm playing an Epic game that includes Clown Wars, and I draw two Rooms when I kick open the door, what happens?
A. Deal with the first one you turned over; put the second into your hand. Do not draw a replacement card.

Q. If I'm playing an Epic game that includes Dungeons, and I draw two Portals when I kick open the door, what happens?
A. Deal with both Portals, in whichever order you wish, and then kick open two new doors.

Q. Steeds have Epic rules; what about Vehicles and Ships?
A. Epic Vehicles use the Epic Steed rules. There are no Epic Ship rules.

This section covers all add-on products that aren't just sets of cards.

Q. I bought a Munchkin accessory product and it came with cards. I don't want to shuffle cards that I paid for into the deck where anyone can use them! How do we use these cards?
A. Here are our suggested guidelines.

If you bought something specifically for yourself to use (e.g., the Spyke figure from Funko), you may start with one of its associated cards in your hand, in lieu of one randomly dealt card of that type. You may start with only one such card per game. You may shuffle any remaining cards into the deck, if you like.

If you bought something to be used by the group (e.g., the Level Playing Field), the intent is for you to shuffle its associated cards into the deck before the game starts, unless the specific card or accessory rules say otherwise.

You may want to put your name or initials on the front of your cards so you can pull them back out of the discards, unless you've bought something that is meant to stay shuffled into your own game or into a group-owned game. If your group is amenable, you can discard your personal cards to the side, rather than into the main body of discards.

Q. Is there a way I can get the cards from the original Munchkin Dice (from 2005)?
A. Yes; they are in Munchkin Game Changers (and were part of the out-of-print Munchkin Reloaded booster).

Q. Is there a way I can get the dice from the original Munchkin Dice (from 2005)?
A. No; those are long gone, and we no longer have access to the molds to make more.

Q. I have a Wicked Munchkin Die. Can I use it to roll on the Munchkin Dice chart?
A. No. It has its own abilities.

Q. I was using Munchkin Dice and rolled to exchange hands with another player. As soon as I picked that player, he played several Curses on me. Can he do this?
A. Once you pick the player to swap with, he has to swap his hand as it stands at that moment.

Q. Did you ever publish official rules for the +6 Bag o' Munchkin Dice and +6 Bag o' Munchkin Rainbow Dice?
A. No. You can read quite a few good fan-created ideas in this forum thread!

Q. What happens if I play Curse! Blind Chance or Bag of Hoarding and pull a non-Munchkin d6 from the Munchkin Dice Bag?
A. Look closer and find a Munchkin d6 instead. If there are no Munchkin d6 in the bag, pick one up from the table, put it in the bag, and then roll it.

Q. How many Reversal of Fortune cards [from the original Kill-O-Meter] can I use in a game?
A. Each Kill-O-Meter comes with one Reversal of Fortune for Munchkin and one for Munchkin Quest. As noted above, you can start with the card for your game and draw three random Treasures instead of four. If you find a card that lets you pull any card from the discards, you can choose to pull Reversal of Fortune if you have already used it. If your group has a "group" Kill-O-Meter, the fairest thing is to shuffle its Reversal of Fortune card into the deck so everyone has a chance at it.

Q. I own both the Kill-O-Meter and a smartphone Level Counter app with the Kill-O-Meter. Does the smartphone Kill-O-Meter count as a Kill-O-Meter? Can I use my Reversal of Fortune with the smartphone Kill-O-Meter? Can I use Reversal of Fortune with a Kill-O-Meter for some other set (e.g., the Munchkin Cthulhu Kill-O-Meter)?
A. Yes, Reversal of Fortune will work with any Kill-O-Meter.

Q. My Kill-O-Meter showed 18, so I played Reversal of Fortune to change that to 81. Someone else played a +2 one-shot on me, so I'm at 83 now, right?
A. Wrong. Reversal of Fortune is not an instantaneous, one-shot effect – it means you calculate your combat strength normally but read it backwards. So you add the +2 to 18 to get 20, and reverse that to 02, or just 2. Nasty!

Q. Do all the Kill-O-Meters have the same cards?
A. That would be boring! No, every style of Kill-O-Meter has its own cards that come with it.

Q. What should I do if I pull a card from the Level Playing Field while we aren't using a gameboard? They all talk about moving to a different space on the board!
A. Show the card to everyone else, set it aside, and draw a replacement. (Same thing if you draw Sneak Up On Them while you aren't using the Board of Health or some other gameboard.)

Q. How many different level counters can I use in one game? Can I use the app, one of the dials, a d10 from Munchkin Dice, and the gameboard?
A. No. One level counter per player. Anything else runs the risk of confusion.

Q. Do the Christmas Coins have their powers EVERY year on the dates mentioned?
A. The holiday power will work every year during the holiday season. Outside of that, though, they work like normal coins and have to follow the monthly rules for the year inscribed on them.

Q. Several promo items say they have to be given away. At the end of the game are they returned to their owner?
A. Unless you have an agreed-upon house rule, the point of the promo items is to give them away to promote the game. They are supposed to travel. So no, they do not automatically return to their owner.

Q. Some bookmarks say they have to be destroyed. Can I substitute a piece of paper or something else instead of destroying the bookmark?
A. Again, with agreed-upon house rules, that would be appropriate. But the intent of the bookmarks that require them to be destroyed was to make it impossible to hoard them. They are real-life one-shot items.

Q. I have several promo cards and I'm not sure how to use them. Should I just shuffle them into my game, or do I keep them by my side and occasionally draw one when I want a card no one else can get?
A. The intent for almost all the promo cards is that you add them to the games you already have, for anyone to use if they happen to draw them. However, we have published some cards that say PROMO on the back, and you may choose to start with one of these in your hand, replacing a randomly dealt card of the same type (Door or Treasure). If you have special cards that have been written explicitly for you, for instance by Steve or Andrew, you may also show one such card to your opponents and put it into your starting hand, as above.

Q. I got the Raincoat (for Munchkin Quest) as a promo card, and it doesn't match the Raincoat my friend just played in our game. Do I have a bad card?
A. Well, um, you see, what happened was . . . we screwed up. There is a Raincoat promo card. We also produced a version of Raincoat for the Exclusive Warehouse 23 Munchkin Booster 2012 with different rules. We can't even blame miscommunication between departments; the same person wrote both cards. Oops. They're both good cards, so we don't see any problem if you have both in your deck.